*confused about the grammer of that post. you mean we must? I agree, but only as a joke, because i really don't think it's soooo boring to build stuff.
I like this idea. It could be useful in letting an engi run up and destroy it. It should give a hell of a warning to the owner of the turrets though. Otherwise you could sneak into their base by neutralising their turrets with an emp and hiding before they come back online. If they are included they should only be for engis.
No, the conc grenade should preform this function... its designed to disable and confused enemies, so why not turrets? -Sheepe
If you're going to give the turrets some inaccuracies, make them do more damage. Lvl 1's take about 5-10 seconds to kill you when they got PERFECT ACCURACY. Think when 25-60% of the bullets miss...
should be a 3rd skill level at least otherwise every turret a losing team creates will just be turned against them
If we won't be allowed to capture enemy tanks, i hardly see it likely that we will be able to capture enemy turrets. I'm just putting 2 and 2 together though...
yet another attempt to nerf the turrets. turrets are meant to STOP people. they should be reliable and blow people up when required. if you are in a turrets range for 5 - 10 seconds, then you deserve to die. leave turrets alone. ----------------- It would be quite cool if ALL scouts could sneak past turrets, without the hide ability. this would be negated by a nearby camra. afterall, scouts are meant to be able to sneak around, and they can't exactly ninja the CV.
I kinda like the idea of capturing enemy turrets. Isnt very reliable at an enemy base as there is usually more than one of both types of turret. Oh look! You captured an enemy turret, now watch as it gets pummeled to scrap by the other 50 ml turrets nearby. Though i do like this for lone turrets out in the field, or maybe if you get lucky and there is only an mg turret up within a group just put down.
I was thinking about this as well! Manual turrets perhaps for ones the engi plants. Or more powerful than autoturrets when manned. Off when unmanned. Sounds fun!
Are you tyalking about the buildable gun emplacements that were supposed to be in team fortress two before they recoded it from the ground up after years of dev work?
I feel that when bunkers get implemented, they should have a modified version of the mounted pulse rifle the combine use in HL2 so you have a little more firpower. Maybe let them damage tanks like a mini-Depleted Uranium MG?