Turrets

Turrets are too strong especially UNSC! If I build 4 turrets and a small army there is no way to break that without going late game. I’m not trying to get them to be unusable but maybe half the damage AND the cost so they are not so ridiculous but you still get the same bang for your buck. Also Seige turrets should scale like mega turrets they are too effective.

You must be pretty bad at the game if you’re calling turrets op

> 2535412942001413;2:
> You must be pretty bad at the game if you’re calling turrets op

4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.

> 2535412942001413;2:
> You must be pretty bad at the game if you’re calling turrets op

Don’t he will just annoy u into submission

> 2535422421305993;1:
> Turrets are too strong especially UNSC! If I build 4 turrets and a small army there is no way to break that without going late game. I’m not trying to get them to be unusable but maybe half the damage AND the cost so they are not so ridiculous but you still get the same bang for your buck. Also Seige turrets should scale like mega turrets they are too effective.

80 pop?? What ur basicly saying is that 26 Hellbringers/Jump Packs lose against 4 turrets. That is extremely hard to believe

I don’t know about the turrets part, I’m sort of ambivalent on that issue. I do think that main structures have too many hit points when they get fortification upgrades. Especially Fort 3. I think giving units more Base DPS or Bases less heath is the answer to this issue.

> 2535422421305993;3:
> > 2535412942001413;2:
> > You must be pretty bad at the game if you’re calling turrets op
>
> 4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.

The bait has been set.

Geezes, reading the comments and seeing the service record… Hilarious who is calling who.

About turrets, I feel they are about the right. In early game they need to be strong to defend against rushes… And not invincible to allow you to destroy it with a small well balance army. Dunno man, I feel they are correct now.

I would be happy if every unit in the game got a 10% building damage. That would indirectly fix turrets

I would be happy if i could actually play the game…

Its been about a month since i got struck with the 2.9mb update glitch

> 2535422421305993;9:
> I would be happy if every unit in the game got a 10% building damage. That would indirectly fix turrets

Not locusts at least, plz

> 2553380145882876;8:
> Geezes, reading the comments and seeing the service record… Hilarious who is calling who.
>
> About turrets, I feel they are about the right. In early game they need to be strong to defend against rushes… And not invincible to allow you to destroy it with a small well balance army. Dunno man, I feel they are correct now.

Agreed. The issue here is with the units. Neither jumppack Brutes or Hellbringers have a lot of hit points. As you said turrets are meant to stop or at least prevent early game rushing that was plaguing online a few months back. If they nerfed them then this would return. Additionally you have to build the turrets which take time and early game are costly. This is a good balance so they are absolutely fine and if one strategy doesn’t work then try another that’s the whole point.

> 2535422421305993;3:
> > 2535412942001413;2:
> > You must be pretty bad at the game if you’re calling turrets op
>
> 4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.

1200 power for turrets>squishy building killers
im dumb founded if u thing this is a problem

<mark>This post has been edited by a moderator. Please do not bump.</mark>
*Original post. Click at your own discretion.

> 2535451908440143;13:
> > 2535422421305993;3:
> > > 2535412942001413;2:
> > > You must be pretty bad at the game if you’re calling turrets op
> >
> > 4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.
>
> 1200 power for turrets>squishy building killers
> im dumb founded if u thing this is a problem

> 2533274843481335;7:
> > 2535422421305993;3:
> > > 2535412942001413;2:
> > > You must be pretty bad at the game if you’re calling turrets op
> >
> > 4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.
>
> The bait has been set

and now we wait

First I am no pro, far from it. So just know that any information in this post may be wrong or invalid. Now I also don’t have the authority to say your opinion sucks and mine is better so take anything I say with a grain of salt. Now on to the response.

I’m just going to pretend that I didn’t see the comments I regret seeing and get right into the turrets part of the post. I’m very confused on the whole “Full pop jump pack brutes/ hell bringers can’t beat four turrets.”. Do you mean they can’t beat four upgraded turrets, or just four regular turrets. As a fan of the Jump pack brute rush I can definitely say 8-9 jump packs can wreck any building including turrets and they have decently sized health. Hell bringers can’t beat turrets as they are anti-infantry units(Emphasis on infantry). But even then anti-infantry turrets are supposed to be useful against infantry and help in a fight. In my opinion the turrets un-upgraded are good but upgraded are awesome going up against what they are meant to go up against. Anti-air turrets will be awesome against air, vehicle against vehicle and infantry on infantry. They need to be useful as they are VERY pricey, costing lots of supplies early game standards and a LOT of power even mid game standards and if you invest in the wrong upgrade you’re sorta boned. If we made them useless then why would anyone invest in turrets instead of their army? But that whole tangent was for the UNSC turrets. The banished ones need a buff in my opinion. Yes, they can indeed be upgraded to every upgrade as to be prepared for everything, but their damage is so bad you might as well not. But then again that’s because you can combo them with shield generators and cloaking generators. And the discussion of whether or not to buff banished turrets is a topic for a post on it’s own.

In conclusion I don’t see the problem with turrets. They do their job and they do it well, but they are very expensive. For all that you know you could be buying turrets for a rush which may never happen, so you waste supplies and the enemy gets a 1-up on you. But hey, I could’ve just lost my mind by now it wouldn’t surprise me

> 2535431243595189;15:
> First I am no pro, far from it. So just know that any information in this post may be wrong or invalid. Now I also don’t have the authority to say your opinion sucks and mine is better so take anything I say with a grain of salt. Now on to the response.
>
> I’m just going to pretend that I didn’t see the comments I regret seeing and get right into the turrets part of the post. I’m very confused on the whole “Full pop jump pack brutes/ hell bringers can’t beat four turrets.”. Do you mean they can’t beat four upgraded turrets, or just four regular turrets. As a fan of the Jump pack brute rush I can definitely say 8-9 jump packs can wreck any building including turrets and they have decently sized health. Hell bringers can’t beat turrets as they are anti-infantry units(Emphasis on infantry). But even then anti-infantry turrets are supposed to be useful against infantry and help in a fight. In my opinion the turrets un-upgraded are good but upgraded are awesome going up against what they are meant to go up against. Anti-air turrets will be awesome against air, vehicle against vehicle and infantry on infantry. They need to be useful as they are VERY pricey, costing lots of supplies early game standards and a LOT of power even mid game standards and if you invest in the wrong upgrade you’re sorta boned. If we made them useless then why would anyone invest in turrets instead of their army? But that whole tangent was for the UNSC turrets. The banished ones need a buff in my opinion. Yes, they can indeed be upgraded to every upgrade as to be prepared for everything, but their damage is so bad you might as well not. But then again that’s because you can combo them with shield generators and cloaking generators. And the discussion of whether or not to buff banished turrets is a topic for a post on it’s own.
>
> In conclusion I don’t see the problem with turrets. They do their job and they do it well, but they are very expensive. For all that you know you could be buying turrets for a rush which may never happen, so you waste supplies and the enemy gets a 1-up on you. But hey, I could’ve just lost my mind by now it wouldn’t surprise me

yessssss someone who doesn’t have tunnel vision i wish more people where like u

<mark>This post has been edited by a moderator. Please do not post spam.</mark>
*Original post. Click at your own discretion.

:smiley:

> 2535422421305993;9:
> I would be happy if every unit in the game got a 10% building damage. That would indirectly fix turrets

why do turrets need to be fixed when they do there job well for there high **** price (unsc) that is
banished turrets suck

> 2533274969455749;12:
> > 2553380145882876;8:
> > Geezes, reading the comments and seeing the service record… Hilarious who is calling who.
> >
> > About turrets, I feel they are about the right. In early game they need to be strong to defend against rushes… And not invincible to allow you to destroy it with a small well balance army. Dunno man, I feel they are correct now.
>
> Agreed. The issue here is with the units. Neither jumppack Brutes or Hellbringers have a lot of hit points. As you said turrets are meant to stop or at least prevent early game rushing that was plaguing online a few months back. If they nerfed them then this would return. Additionally you have to build the turrets which take time and early game are costly. This is a good balance so they are absolutely fine and if one strategy doesn’t work then try another that’s the who point.

Basic Turrets don’t win games and if you build them to stop a rush you will probably lose because they can walk away and use that force to stop your expansions and get map control. My argument is that they prolong games. I don’t even build turrets to stop rushes. So yes you can use units to kill units and stop rushes(shocker). But if your building turrets early your forfeiting map control and pointlessly prolonging the game.

> 2535451908440143;13:
> > 2535422421305993;3:
> > > 2535412942001413;2:
> > > You must be pretty bad at the game if you’re calling turrets op
> >
> > 4 turrets can kill 80 pop of flame or jet pack brutes with no help from units. I’m not saying they win you the game but they do prolong the game at least past 10 min then the game should have lasted. As for your rude comment your welcome to add me for a 1v1.
>
> 1200 power for turrets>squishy building killers
> im dumb founded if u thing this is a problem

So how would you kill my 4 anti infantry turrets base with as many flamers as I can afford at 5min WITHOUT prolonging the game further. Obviously if you go air I would counter with anti air turrets and marines.