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August Community Calendar

Officer Auto Turret

After the disruptor, the turret is the 2nd most useless ability of the officer.
Only reason is the lockon time.
It takes so long to get a lock-on, that until it can even start to attack a target, you are already dead or they take it out. (Even a half blind crack addicted chimp can eliminate the turrets)

Suggestions for change (since the improved turret card only lowers it's recharge time)

- Make it possible to place it on stairs So you can use it also as a strategic element of surprise. Placing them only on the ground makes them as an instant victim of snipers or grenade spammers)

- Faster attack/lock-on/reaction time

- Remote Destruction should be instant. (I noticed that retriggering the action isn't destructing the turret, or not instantly)

Replies

  • They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.
  • blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    I think the heal could be totally ereased. Since they get taken out either instantly, or they are in a spot where they get ignored anyway. And if the Officer is undeploying it, the cooldown gets refunded.
    So I would say, a trade for the heal ability would be fair.
  • blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    Im pretty sure it only repairs when its near friendly officer (Either you or a team member who is an officer)

  • xJstarx00 wrote: »
    blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    Im pretty sure it only repairs when its near friendly officer (Either you or a team member who is an officer)

    Well the range is pretty huge for the repair. You don't need to get too close. As I noticed, it will even repair on a 10m distance between you and the turret.
  • Nihil wrote: »
    After the disruptor, the turret is the 2nd most useless ability of the officer.

    Depending on the map and objective, the disruptor is awesome
  • Anyone who says the turret is fine as it is evidently hasn't used it, It needs a major buff, It takes way to long for it to lock onto people, even people shooting at it, randomly switches off the target. It also needs a dmg/firerate buff.
  • The officer turret is awful compared to the Ion turret that the Heavy has access to. That's right, a random star card turret on another class is significantly better than the officers main, class defining ability.

    Things to change:

    -Lock-on time significantly reduced

    After that change, we'll see how it works.
    blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    They only heal if the officer is within range. I thought the range was something like ~8m.
  • Mosey
    52 posts Member
    edited November 2017
    At the moment, turrets only seem 'effective' if no one see's the turret and are too dumb to realize that they're being shot. It's niche appears to be for defense points that are already guarded by several team mates, and it's only really slightly useful if you put it somewhere they aren't expecting and it relies on them not shooting at it (like, at all, since even the upgraded versions don't have enough health to survive even a few shots).

    The main problem is the same issue with the Specialists trip mine, in that if you die the placeable despawns which encourages the player to hang back and poke at the enemy or not shoot at them at all since exposing yourself is usually certain death.

    Basically, place a turret in such a way that you can heal it through a wall or a floor so that you're completely unexposed while your team defends the same area as the turret (amusingly, the HP buff the officer gets also fires through walls so I assume this is intentional). And also, with the corridor play style of the game the ranges are such that the turret lock on time is insufficient to get even one shot off before being destroyed 8/10 times which is absurd.

    Another problem is the placement of the turrets, which really limits your ability to place them in unexpected places. It requires a 'perfect' zone to place it, and it can't be put down on even a slight incline which is a real problem on a lot of maps.

    Lastly, the turrets actual range itself is garbage which means you can only really place it in area's where it's actually the weakest, since mid-range is certain death for the turret but yet it's the only range it could theoretically be useful.

    It's pretty garbage, but it does have it's uses even while they're not that great of uses. The way I see it, there are only two real classes in this game. Assault and Heavy. The Officer and Specialist classes are both niche, and even in their niche the Assault and Heavy are competitive while the reverse simply isn't true.

    Bad balance is bad.
  • SalaciousBomb
    842 posts Member
    edited November 2017
    Yep. It needs a buff for sure. Also, the limitations on where it can be placed are pretty annoying. That needs to be fixed too.
  • I just think you need the ability to control it like a Sentry gun and it would be fine.
    Youtube Channel https://www.youtube.com/user/TroopperFoFo/ .
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  • The Officer turret has too long of a lock-time before it starts shooting at the enemies. Scrap the lock-on time altogether or reduce it significantly.
  • MrSeeJay
    6 posts Developer
    edited November 2017
    The turret is on our list of things we to tweak and improve. It's not intended to be a superior killing machine, as it was in SWBF1, but there are some issues we're investigating. The lock-on time for example is incredibly short, but we've found an issue where its idle swivel makes it sometimes struggle to detect targets in its line of sight on medium- to longer ranges.

    Working on it. :smile:
    Trooper Designer: Star Wars Battlefront II
    Twitter: PhatSeeJay
  • MrSeeJay wrote: »
    The lock-on time for example is incredibly short, but we've found an issue where its idle swivel makes it sometimes struggle to detect targets in its line of sight on medium- to longer ranges.

    Well something must be up, because the lock on timer appears to be ridiculously long. Any player with a brain can dodge the lock before the turret fires. The Heavy turret is much better.
  • The turret is a POS, it takes way too long to get lockon which most people know so they just run past it and ignore it. Once in a blue moon you catch a player AFK with it and it manages a kill.
  • Yeah switch the lock on times for infantry between ion turret and auto turret.

    Vehicle lock on for auto turret should be low depending on range
    Infantry lock-on for auto turret should be high to medium depending on range

    Vehicle lock-on for ion turret should be medium to high depending on range
    Infantry lock-on for ion turret should be low depending on range

    It doesn't make sense that weapon ion shots do almost nothing to infantry characters however, the the ion turret can kill infantry faster than most anything in the game!
  • Ion turret does 54 dmg x2 rockets = 108 dmg per 5 seconds maybe? It warns you: locked - go in cover you get 0 dmg and lock on time is about 1 second + flight time of the rocket of course extra. Many other weapons do way more damage, the only thing is this turret is semi useful, while the officer turret has medium range and 2 second lock on and appears not to lock vanguard and infiltration user at all - or they are simply faster to run those 20m :-)
  • I love watching enemies just walk past it...

    I noticed this fun interaction while farming kills for the officer class in Aracde mode.

    I put my turret down at the bottom of the stairs.
    A group of AI came in and I heard it lock then fire once or twice.
    Now it stopped firing because the enemy it was tracking pathed behind cover.
    But then a new group / wave came in from another direction.
    The turret continued to track the original enemy while 4 more AI stood 'infront' of it to shoot / kill the turret.

    :/
  • xKurarex wrote: »
    Ion turret does 54 dmg x2 rockets = 108 dmg per 5 seconds maybe? It warns you: locked - go in cover you get 0 dmg and lock on time is about 1 second + flight time of the rocket of course extra. Many other weapons do way more damage, the only thing is this turret is semi useful, while the officer turret has medium range and 2 second lock on and appears not to lock vanguard and infiltration user at all - or they are simply faster to run those 20m :-)

    You obviously haven't played many games yet, like strike where it is being over used and abused. They place two or three at the choke point and it locks on super fast at close range and dominates you. Then they have sentry running at the same time, plus reinforcements. It's almost impossible to play certain maps because the choke point is incredibly difficult to get through in strike and the rest of your team runs your life count down. Choke point in strike is way different than choke point in GA. You come around the corner or open the door in kamino map on strike and it has you in one second and your dead cause they all launch at you so fast, worse when rubber banding and lag happens too. Another bad map is Hoth strike that was a complete design fail there with the one big choke point to the outside, at least have two side exits as well, so the rebels can get outside.
  • Nihil wrote: »
    After the disruptor, the turret is the 2nd most useless ability of the officer.

    Depending on the map and objective, the disruptor is awesome

    This.
  • Agreed. Officier turret should faster lockon. Heavy turret is more powerfull like it was said before me
  • I wouldn't mind it being like a probe droid and give it a higher default firing elevation. since its so close to the ground terrain barriers become an issue
  • d0kRX
    1425 posts Member
    I wouldn’t mind it having a little faster lock on and fire rate. I was playing the officer yesterday in strike and it really does help in the choke points. It also helps as a distraction, I’ll set it down roll out then I’ll pop back in and eliminate the dude shooting the turret. Or while the player is shooting me, I’ll be firing back and the turret locks on and he dies. But I do agree that it could use a faster firing rate and lock on
    PSN: d0kRX
  • The turret also serves double duty as a recon aid guarding your flank.

    When is starts (beep beep beepin) you know someone is on your flank.

  • blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    Turrets don't heal wtf ? You repair them by being close to them, otherwise they don't heal ? lmao
  • xKurarex wrote: »
    Ion turret does 54 dmg x2 rockets = 108 dmg per 5 seconds maybe? It warns you: locked - go in cover you get 0 dmg and lock on time is about 1 second + flight time of the rocket of course extra. Many other weapons do way more damage, the only thing is this turret is semi useful, while the officer turret has medium range and 2 second lock on and appears not to lock vanguard and infiltration user at all - or they are simply faster to run those 20m :-)

    You obviously haven't played many games yet, like strike where it is being over used and abused. They place two or three at the choke point and it locks on super fast at close range and dominates you. Then they have sentry running at the same time, plus reinforcements. It's almost impossible to play certain maps because the choke point is incredibly difficult to get through in strike and the rest of your team runs your life count down. Choke point in strike is way different than choke point in GA. You come around the corner or open the door in kamino map on strike and it has you in one second and your dead cause they all launch at you so fast, worse when rubber banding and lag happens too. Another bad map is Hoth strike that was a complete design fail there with the one big choke point to the outside, at least have two side exits as well, so the rebels can get outside.

    Meh, the ion torpedo makes short work of clustered turrets. The explosion from the middle turret usually takes out the other 2 simultaneously.
  • Cro0kers
    9 posts Member
    edited December 2017
    Yeah that turret is bloody useless, how can you create somethign that stupid, it lock target (which is **** because it takes ages...)

    THEN IT SHOOTS BURST? BURST are you serious ! THEN TAKES 2 SECONDS TO LOCK AND SHOOT AGAIN.....Brilliant
  • I'm also mad because i Upgraded that star card to max level, hoping it will get better


    IT IS NOT THE CASE !!!
  • Cro0kers wrote: »
    I'm also mad because i Upgraded that star card to max level, hoping it will get better


    IT IS NOT THE CASE !!!

    Same here. Have it at max level and it gets obliterated almost instantly. Plus due to the placement limitation finding a good hiding place can be time consuming. If only it could return fire before it goes down...
  • Isn't the only upgrade it gets with the star cards is reduced cooldown? I have it currently on blue thinking that it would help getting those 50 turret kills. I ended up just placing it in doorways and blowing it in front of those opening said doorway.
  • Isn't the only upgrade it gets with the star cards is reduced cooldown?

    It is.
  • Cro0kers wrote: »
    I'm also mad because i Upgraded that star card to max level, hoping it will get better


    IT IS NOT THE CASE !!!
    Isn't the only upgrade it gets with the star cards is reduced cooldown?

    It is.

    giphy.gif

  • I think they heal when Any officer is in range, not just the one who spawns it
  • Yep must admit it is terrible, I cant actually say ive ever been killed by a turret, thats how bad it is, as ive played maybe 400 hours +
    GcRvyBd.gif
    I have honestly seen better games made by companies with 1/1000th of the budget and resources, how can a game be worse almost 1 year after launch than it was when it started./center]
  • xJstarx00 wrote: »
    blane_TIG wrote: »
    They heal the instant they aren't taking damage. If they remove the ability for turrets to heal, I'd be ok with some small buffs.

    Im pretty sure it only repairs when its near friendly officer (Either you or a team member who is an officer)

    agreed
  • being that people say the officer is the best class considering the blurg with burst fire and the officer command buff getting you more health, i'm scared to buff the turret. but i understand peoples complaints. not sure what the right buff would be. i do like the idea of an instant detonation, making it kind of like a remote mine. or a slightly faster lock on. but have to be careful cause like someone said, on smaller maps like strike it can become pretty OP, or at least to the point the whole match just becomes about that one card
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