Turrets in new update

Turrets need to be nurffed, two turrets on a base stall and drag the game out way to often even in teams they are op, they shouldn’t be op untill upgraded and fortified by armory upgrades, this isn’t a game of turret building to recover from your losses this is map control and unit micro. Why should I have to camp u into your base for a additional 4-5 mins

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Bad people love turrets not units, make the turrets cheaper and weaker, significantly weaker maybe half the HP and cost… They get UpTo 45% stronger later in armory this can make up for then being weak early… Turrets should support a army on defense not protect a base entirely from being hit

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I should be building a turret when I lose army lead slightly to fall back on not as a main strat and it shouldn’t make up for my mistakes entirely, address this in your own testing lab seriously. Or invite some grade A players to show you at your lab like the division did. I’m sure it would be cost effective to get some good console RTS players involved.

Turrets needed a buff. They were way too weak.

> 2533274799880813;4:
> Turrets needed a buff. They were way too weak.

You must not know how to build units very well. Play vs the ai man get some practice in.

Turrets were fine. The problem was marine grenade damage being too high and that got nerfed.

If you’re not making units for who knows what reason and only get the turrets up you should lose. With buffs they’ll just prolong games that are decided.

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> 2533274799880813;4:
> Turrets needed a buff. They were way too weak.

Do you mind telling me your win loss because mines above 90%. If your below 50% and don’t have more than 200games played I don’t think you fully understand things the way the players who have 90%+ win rates understand.

> 2533274841615831;6:
> Turrets were fine. The problem was marine grenade damage being too high and that got nerfed.
>
> If you’re not making units for who knows what reason and only get the turrets up you should lose. With buffs they’ll just prolong games that are decided.

Don’t you think half the cost and HP on the turrets would make them better tho, and then with the 300$ of energy increase their HP and damage by 2 vs the unit it counters but still has half HP and half damage to the other units.

> 2533274866834792;5:
> > 2533274799880813;4:
> > Turrets needed a buff. They were way too weak.
>
> You must not know how to build units very well. Play vs the ai man get some practice in.

Ever heard of siege units?

Whenever I have the upper hand and map control, turrets don’t matter anymore. That and the adjusted curve will eliminate turtling I bet.

Also take note that flamers and JPbrutes are getting buffed.

> 2533274821521504;9:
> > 2533274866834792;5:
> > > 2533274799880813;4:
> > > Turrets needed a buff. They were way too weak.
> >
> > You must not know how to build units very well. Play vs the ai man get some practice in.
>
> Ever heard of siege units?
>
> Whenever I have the upper hand and map control, turrets don’t matter anymore. That and the adjusted curve will eliminate turtling I bet.
>
> Also take note that flamers and JPbrutes are getting buffed.

I have heard of the 450 dollar Kodiak ya, not here for smart -Yoink- remarks I use them to break the turtles too sometimes I know how to handle them it just prolongs a game that should already be over

The turrent buff won’t matter since jump pack brutes flamers and tanks are getting buffed

> 2533274824013687;11:
> The turrent buff won’t matter since jump pack brutes flamers and tanks are getting buffed

Sounds good, I hope that your right.

@Oglegit turrets were already way too strong you are correct but you can’t post threads like this on the forums noobs will just come bash you all day but the truth is most people are just really bad at rts. Infantry pushes were fine you can hold them pretty easily grenade throw was OP but marines weren’t. They dont want a balanced game they want a game thats easy for noobs aka the majority to play. and tank flamer brute buff will mean nothing turrets will still shred half your army by themselves which is rediculous then you can fight there whole army with the half thats left

> 2533274800158464;13:
> @Oglegit turrets were already way too strong you are correct but you can’t post threads like this on the forums noobs will just come bash you all day but the truth is most people are just really bad at rts. Infantry pushes were fine you can hold them pretty easily grenade throw was OP but marines weren’t. They dont want a balanced game they want a game thats easy for noobs aka the majority to play. and tank flamer brute buff will mean nothing turrets will still shred half your army by themselves which is rediculous then you can fight there whole army with the half thats left

I know that’s why I think the turrets should cost less and do less damage at stock and then only be effective when upgraded to the specific counter. I explained it somewhere in here what I think thanks for the input.

i posted that about a month ago and got flamed hard said turrets should be half the cost take half the time to build and nerf dmg and dps so you can have more early game but they dont scale. They go by majority whining in this game though they dont actually know how to balance im pretty sure they have no high level players balancing just noobs hopefully once the leaderboards are out they will gather the top 25 or so’s feed back on balance

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never seen someone so vocal on halowaypoint. gratz to

Legit, I have a 64% win rate with over 350 games played. I have played you and won. This is how i recognize your name. I probably have more hours played in RTS games than you’ve been alive. I was ranked number 1 in the world in endwar, diamond in SC2, and I have an 83% win rate in Halo Wars 1. So please don’t come at me with insults. I didn’t insult you. All I said was turrets needed the buff. You don’t have to use them. Good players don’t. The rush or good timing attacks wreck turrets as it stands. Turrets should never replace an army, they should support them. These turrets now might as well be paper weights…

> 2533274800158464;15:
> i posted that about a month ago and got flamed hard said turrets should be half the cost take half the time to build and nerf dmg and dps so you can have more early game but they dont scale. They go by majority whining in this game though they dont actually know how to balance im pretty sure they have no high level players balancing just noobs hopefully once the leaderboards are out they will gather the top 25 or so’s feed back on balance

I agree wholeheartedly. They don’t seem to be taking the SC2 approach to nerfs on usage, etc, but instead are just listening to the loudest crowd. It’s frustrating, because they seem deadset on removing rushes from the game which is a fundamental part of RTS.

I wonder what kind of person hate diversity and just keeps kicking over tables yelling ‘I don’t have time for this -Yoink-!’.[/facepalm]
#u_mad_bro?

> 2533274799880813;17:
> Legit, I have a 64% win rate with over 350 games played. I have played you and won. This is how i recognize your name. I probably have more hours played in RTS games than you’ve been alive. I was ranked number 1 in the world in endwar, diamond in SC2, and I have an 83% win rate in Halo Wars 1. So please don’t come at me with insults. I didn’t insult you. All I said was turrets needed the buff. You don’t have to use them. Good players don’t. The rush or good timing attacks wreck turrets as it stands. Turrets should never replace an army, they should support them. These turrets now might as well be paper weights…

Preach!

Turrets were next to worthless except against mass grunt armies. Could use a buff. I’d advise against making assumptions on turrets until the patch goes through