THAT’S RIGHT, I’M BACK WITH ANOTHER IDEASGUYS. AN IDEASGAL IF YOU WILL.
PRESENTING: THE TURRET REPAIR KIT
A new Bulky item (to prevent being carried in backpacks or other storage options) that requisitions starts with a limited amount of (somewhere around 2-3). They have the ability to buy more, either in individual units or sets of two.
“But Rosa, what purpose does this hold?”
I’m sick of people using their turrets in fun and exciting ways only for them to be punished by being permanently destroyed. Now, destroying a turret completely leaves an unacidable pile of turret scrap, that can be picked up and stored in appropriate engineering storages (the belt, the construction pouch, bags). You may click on this pile of scrap with a turret repair kit to being a 30 second repair process to restore it to its pre-broken state.
BUT WHY IS THIS A GOOD CHANGE?
The Brute has exceeding popularity, in part due to its complete safety of use compared to a turret. The regular usage of the brute can never result in the permanent removal of its utility, only on the full expenditure of its ammunition. Meanwhile, the turret’s regular usage constantly runs the risk of permanently using it for the rest of the round. There’s an entire ability for req to buy reloads for the turret, but it never happens because a turret has negative survivability. This allows for technicians to use their turrets in more interesting manners without removing the benefits of their destruction for xenos. If we can defibrillate a marine to fix their charred and broken body, we can fix a sentry gun.
Ngl I feel like the situation demands a BRUTE nerf as opposed to an overall turret buff; the base flamer sentry is so brokenly OP that I feel like it’s permanent destruction ought to be a miniature victory on its own.
Though obviously every other sentry desperately needs a buff, the rest of them are so incredibly ass it’s not even funny
As a resident xeno player I DESPISE the “hide a sentry under a bush” method as much as anyone. And I have hope that the allowance for a turret to be destroyed and fixed later will mean that you see that happening less. It’s a sucky way to utilize a sentry.
But how is this desentivizing it? If anything, it incentivices it since you can just leave it there, and check on it 30 minutes later to see if its destroyed, and then repair it.
“Fun and exciting ways” is code for “unneeded buff/addition” - this is legitimately just a straight buff that has no downsides besides a nothingburger 30 second rebuild time which can easily be done in the FOB or pretty much anywhere not on the frontline and will just be used to make sentries as immortal as the marines who own them. If this gets added, then literally what way are you supposed to get rid of them in the long term? Not like they’re EVER going to run out of ammo since I’ve almost never seen a sentry use more than about 30-40%, maybe 50% at most of its total ammo since they all get ridiculous ammo counts.
BRUTE has already recieved a nerf, but admittedly, it would probably be a better idea to just buff the sentries all-around and maybe tone the fire sentry down a tad. I’m not sure how you’d do that though, without making it completely fucking useless on the frontline and barely usable on the backline. (Maybe make it 360 AOF and regular UT-Napthal? Extended use against backliners, though not much against anything that can just run to cover and get patted still)
Sentries could also have more utility in general. I.E. being able to alert radios while the comms net is offline, having cameras you can view from anywhere at any time, bigger light radius… becomes more of a support tool than a combat tool. Though marines are already having a lot of their combat tools being shafted into support tools, so maybe that’s not a great idea.
Have you considered the fact that turrets are in fact, intended to be supported by marine firepower to protect them and aren’t supposed to win in 1v1s?
Shoot the rav, its on fire so it cant heal which is especially good if its a zerk