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Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 7:35 am
by Trollon00
Been talking to Shas'el the other day about this,he said that it's supposed to be like that.I asked him when will this be fixed then,he said it'll stay like that,just ask Caeltos.I PM'd Caeltos about this but he didn't reply yet. :/
So I ask,are Mek turrets supposed to never see the light of day or is it just a problem not addressed yet?

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 8:07 am
by sk4zi
i think they want them to be different to the other ones and so they are a mix between the "normal" turrets of PM and TM and the guradsmen ...
doesnt work quite well thou ...

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 8:48 am
by appiah4
They should make it function completely different than, half of what makes SM turrets good and half of what makes IG turrets good obviously doesn't make for one full turrent..

A suggestion, how about a turret that fires high splash damage zap shots that have a 15% chance to stun? Kind of like a short range artillery turret? An orky version of immobile wraithguard?

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 1:37 pm
by Tex
Adding mek turrets to my list of testing.

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 3:41 pm
by Toilailee
Tex wrote:Adding mek turrets to my list of testing.


That was actually supposed to be my job but I've been lazy... :|

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 8:42 pm
by Warp Dust Addict
appiah4 wrote:They should make it function completely different than, half of what makes SM turrets good and half of what makes IG turrets good obviously doesn't make for one full turrent..

A suggestion, how about a turret that fires high splash damage zap shots that have a 15% chance to stun? Kind of like a short range artillery turret? An orky version of immobile wraithguard?

Please god no...

Re: Are Mek turrets supposed to suck?

Posted: Wed 26 Feb, 2014 8:47 pm
by Black Relic
Should be something to just be put up quickly in my opinion. Instead i would have prefer(although idk if it would be well received) something like this.

cost: 150\15

Dps (as it is) stays the same although change the ranged damage based on distance to something like 25%, 60% 100% 115%. Less build time. t The courage damage would be 50. No courage damage at long distances until a unit gets closer. say 0%,35%,75%%,100%. If it isn't already, make the range 38. Numbers are based on distant, long, medium and short. Distant being 38, long being 30, medium being 20, short being 9. The range where it cannot fire would be 4.

But like i said. That might not seem viable but that's what i did in my mod. Idk if it seems balanced though since i dont have other peeps to test it against or do the testing lol so i don't get alot of opinion. All in good time though ;)