Banished Turrets

I understand Banished are doing well but after the UNSC get a buff, can Banished turrets not suck anymore? It is very bad 1 UNSC turret plus marines can defend any rush in the game while Banished need 3 turrets to compete. I feel Banished turrets are more adaptable because UNSC have seige but if you upgrade, they hardly even scratch. 10% more dps accross the board for Banished.

Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.

> 2533274927740213;2:
> Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.

maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.

Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
“Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter

Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.

I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.

> 2533274840245702;4:
> Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
>
> Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
>
> I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.

turrets should not to be able to defend off whole armies but they do with UNSC while Banished turrets hardly help with unit support to stop a simple rush.

Banished players complaining about attacking UNSC bases. Lol. Give me a break. Defend infantry rush with suicide grunts, get your shield up and then the problem is reversed.

> 2533274963156747;3:
> > 2533274927740213;2:
> > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
>
> maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.

It doesn’t matter if you have less because with the shield you can protect all your units from damage.

Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.

> 2533274840245702;4:
> Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
>
> Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
>
> I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.

For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.

> 2533274927740213;7:
> > 2533274963156747;3:
> > > 2533274927740213;2:
> > > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
> >
> > maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.
>
> It doesn’t matter if you have less because with the shield you can protect all your units from damage.
>
> Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.
>
>
> > 2533274840245702;4:
> > Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> > “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
> >
> > Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
> >
> > I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.
>
> For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.

I heavily disagree on the difference of anti turrets vs a shield. 10 units under a shield wont repel an 80 pop T1 army but 3 Anti turrets definitely will. I think a shield is a lot easier to pop than 3 turrets on different parts of the base

> 2533274840245702;8:
> > 2533274927740213;7:
> > > 2533274963156747;3:
> > > > 2533274927740213;2:
> > > > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
> > >
> > > maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.
> >
> > It doesn’t matter if you have less because with the shield you can protect all your units from damage.
> >
> > Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.
> >
> >
> > > 2533274840245702;4:
> > > Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> > > “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
> > >
> > > Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
> > >
> > > I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.
> >
> > For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.
>
> I heavily disagree on the difference of anti turrets vs a shield. 10 units under a shield wont repel an 80 pop T1 army but 3 Anti turrets definitely will. I think a shield is a lot easier to pop than 3 turrets on different parts of the base

Shields are also good only the first few minutes as by the time you get 15mins into the game, they drop in seconds. Suis are also not as good as people make them out to be. Snipers kill them fast and micro kills their usefulness quick.

Banished turrets are good enough to turn the tide quite heavily in an even or disadvantaged engagement. They could do a bit better in their counter form but do remember they are only 2/3 of the cost so it makes sense for them to be worse.

Suis are not easily countered by micro, just watch the hwcl it is almost impossible for less than 2-3 units to be hit unless you have the whole area already under your control and these are some of the best players.

3 Banished turrets + shield makes for a fairly strong base when combined with some defensive units. And anyway you shouldn’t be relying on turrets as base defense on their own as they will be overcome by a few healers and anti building.

Still think their ai upgrade could use a slight buff and unsc ai need a slight nerf (except maybe to heroes cause no number of turrets are going to kill that damn Cyclops).

> 2533274843669931;10:
> Banished turrets are good enough to turn the tide quite heavily in an even or disadvantaged engagement. They could do a bit better in their counter form but do remember they are only 2/3 of the cost so it makes sense for them to be worse.
>
> Suis are not easily countered by micro, just watch the hwcl it is almost impossible for less than 2-3 units to be hit unless you have the whole area already under your control and these are some of the best players.
>
> 3 Banished turrets + shield makes for a fairly strong base when combined with some defensive units. And anyway you shouldn’t be relying on turrets as base defense on their own as they will be overcome by a few healers and anti building.
>
> Still think their ai upgrade could use a slight buff and unsc ai need a slight nerf (except maybe to heroes cause no number of turrets are going to kill that damn Cyclops).

HAHA Her hero is super annoying. She runs just as fast as she lights up your base in flames.

> 2533274840245702;8:
> > 2533274927740213;7:
> > > 2533274963156747;3:
> > > > 2533274927740213;2:
> > > > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
> > >
> > > maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.
> >
> > It doesn’t matter if you have less because with the shield you can protect all your units from damage.
> >
> > Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.
> >
> >
> > > 2533274840245702;4:
> > > Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> > > “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
> > >
> > > Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
> > >
> > > I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.
> >
> > For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.
>
> I heavily disagree on the difference of anti turrets vs a shield. 10 units under a shield wont repel an 80 pop T1 army but 3 Anti turrets definitely will. I think a shield is a lot easier to pop than 3 turrets on different parts of the base

Banished turrets are balanced but there is a glitch with there accuracy that is causing the DPS to be much lower against squads then vs Single units.

UNSC turrets upgraded are a little to strong,
Would recommend lowering the dps from upgrades by 5-10% across, adjusted as needed ofc.

> 2533275008266928;12:
> > 2533274840245702;8:
> > > 2533274927740213;7:
> > > > 2533274963156747;3:
> > > > > 2533274927740213;2:
> > > > > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
> > > >
> > > > maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.
> > >
> > > It doesn’t matter if you have less because with the shield you can protect all your units from damage.
> > >
> > > Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.
> > >
> > >
> > > > 2533274840245702;4:
> > > > Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> > > > “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
> > > >
> > > > Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
> > > >
> > > > I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.
> > >
> > > For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.
> >
> > I heavily disagree on the difference of anti turrets vs a shield. 10 units under a shield wont repel an 80 pop T1 army but 3 Anti turrets definitely will. I think a shield is a lot easier to pop than 3 turrets on different parts of the base
>
> Banished turrets are balanced but there is a glitch with there accuracy that is causing the DPS to be much lower against squads then vs Single units.
>
> UNSC turrets upgraded are a little to strong,
> Would recommend lowering the dps from upgrades by 5-10% across, adjusted as needed ofc.

Then this glitch needs to be fixed. It utterly makes the AI turrets useless.

> 2533274963156747;13:
> > 2533275008266928;12:
> > > 2533274840245702;8:
> > > > 2533274927740213;7:
> > > > > 2533274963156747;3:
> > > > > > 2533274927740213;2:
> > > > > > Banished turrets need to be weaker because they’re more versatile and Banished have access to Shield Generators and Cloaking Generators.
> > > > >
> > > > > maybe but you already got 1 less turret because of shield plus the fact they are weak. Hardly a valid argument.
> > > >
> > > > It doesn’t matter if you have less because with the shield you can protect all your units from damage.
> > > >
> > > > Additionally, if we’re talking about rushes Suicide Grunts are the best anti-rush units in the game, they compensate for the poor turret DPS.
> > > >
> > > >
> > > > > 2533274840245702;4:
> > > > > Banished turrets are hot garbage in both their un-upgraded and upgraded forms. I completely agree that they need to be a bit better on T1 because they are a complete liability.
> > > > > “Hey wall, you don’t know anything, banished have shields and cloaks” - future commenter
> > > > >
> > > > > Yes but turrets are really only useful on T1 as an anti rush measure and the banished turrets do absolutely nothing to help you with anti rush. Im not getting a shield up before someone comes in with a group of flamers and a hero.
> > > > >
> > > > > I also think its worth noting that UNSC midgame anti turrets too good of a job in dragging out games that should be over. It happens all the time on ladder where I do almost a full army wipe and then the other person just hides under a 4 turreted base making it so I cannot push them until I have a full lv2+ army when the game was over at the 6 min mark.
> > > >
> > > > For once we disagree on something. A shielded base delays the game just about as much as four UNSC turrets. Additionally suicides plus your own hero would counter most rushes.
> > >
> > > I heavily disagree on the difference of anti turrets vs a shield. 10 units under a shield wont repel an 80 pop T1 army but 3 Anti turrets definitely will. I think a shield is a lot easier to pop than 3 turrets on different parts of the base
> >
> > Banished turrets are balanced but there is a glitch with there accuracy that is causing the DPS to be much lower against squads then vs Single units.
> >
> > UNSC turrets upgraded are a little to strong,
> > Would recommend lowering the dps from upgrades by 5-10% across, adjusted as needed ofc.
>
> Then this glitch needs to be fixed. It utterly makes the AI turrets useless.

It does, this bug has been reported multiple times but it doesn’t seem like an easy fix because it might be part of there targeting and that might be code related, Code = Not Data, Not Data means Postums or wrensi can not fix it.

But im sure they’re still investigating possible
work arounds