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Engenieer moving turrets


migcun.5240

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Can we please have the dps turrets on our shoulders and carry them with us for the same duration as they last on ground right now?Allowing us to do this would be fun ! And would be nice to not keep destroying them to place them again closer to mobs or bosses, this would also increase our dps output on raids because we would be spared for the downtime when you have to detonate them and place them over and again closer to your target.

They could also be placed on your belt or something in case ppl don't want them on shoulders ( as many other skills are casted from your belt) .

The healing turret is another question, it could be considered overpower carrying it, but anyway we could work around it as we have the healing gyro.

Thank you :)

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It may seem like it would be fun, but this would almost be impossible to implement. Scrapper already has issues with the gyros' AI, so what makes you think giving the turrets AI for shooting targets and path finding would make them any better? Also, you do know that you can pick them up to reduce their cooldown instead of detonating them, right?

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I know I can pick them up.So, what is so different in adding the same AI on a turret that you can find on necromancer ranged or healing pet? If the target is not in range then they just don't shoot? Or they can shoot and the flowing msg appears: "obscured" .

Even if you place the turret now and the target is behind a wall you know that happens right?

To avoid moving turrets I already suggested, to make them on your character shoulders or let the skills fire from your belt( like the F skill when you use them) so like this there are no moving or AI issues , only : out of range / target obscured .

If other games implant this change in so many skills why is it so hard for GW2 developers ? What does this game has to make it look like " impossible"?

Things are only impossible if they are not workaround, and setting skills and traits out of date in some classes for almost 6 years is not a solution at all.

Anyway if turrets are so complex then make a god dam gyro with machingun and rocket gun and make them follow you or your target and shoot it. If the target moves they go after it. Like any other pet.

Sorry but the AI implement is an excuse and a bad one.:)

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It may seem like it would be fun, but this would almost be impossible to implement. Scrapper already has issues with the gyros' AI, so what makes you think giving the turrets AI for shooting targets and path finding would make them any better? Also, you do know that you can pick them up to reduce their cooldown instead of detonating them, right?

He's not proposing turrets as pets, but turrets directly attached to the player character while it moves, like the Healing Gyro toolbelt skill.

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