PAYDAY 2

PAYDAY 2

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Zeema Khatun Aug 22, 2019 @ 5:17am
best way to take out a swat turret?
i hear a lot of conflicting data on the best way to take down a Swat Turret both from a Van and just from a ceiling

so what is the best way to take them out the fastest and easiest (Mayhem and up)
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Showing 16-30 of 41 comments
Seal Aug 22, 2019 @ 12:41pm 
RPGs aren't good against turrets because they fire a solid 10 bullets per second at you, thus blowing up the rocket mid-flight. I'd probably use something like a high-damage sniper rifle (see: .50 cal), assault rifle (AR), or an automatic shotgun with crits.

Aim for the glass centre and wait for it to either fix itself three times or destroy it before it gets to the "fixing" phase, a phase that lasts about one minute. Once destroyed, that turret is permanently wiped off the map... unless there's a second turret (see: MH+ Bank Heist).

:2:
Last edited by Seal; Oct 29, 2019 @ 4:03am
Blueface Aug 22, 2019 @ 1:19pm 
Go Swan ♥♥♥♥♥
Hatch Aug 22, 2019 @ 1:25pm 
If you're trying to destroy turrets while they are shooting directly at you then yeah, your rocket is going to blow up midair, that's why you move around the back of it and shoot while it's turning :)

Also if turrets are really that much of a problem, like on Biker Heist or Heat Street then it's usually worth trading a down and just using swan song to destroy the turret without depleting your ammo.
Last edited by Hatch; Aug 22, 2019 @ 1:27pm
BeastGTS Aug 22, 2019 @ 2:16pm 
The SWAT Van turret repairs itself three times. For the first two times, the Arbiter destroys the turret in only 2-3 shots. For the third time it repairs itself, bullets are a lot more effective.
Angel Aug 22, 2019 @ 5:23pm 
I always use a rocket launcher (RPG) but ammo is limited.
Last edited by Angel; Aug 22, 2019 @ 5:24pm
Zero [HU][VR] (Banned) Aug 23, 2019 @ 1:06am 
Originally posted by BeastGTS:
The SWAT Van turret repairs itself three times. For the first two times, the Arbiter destroys the turret in only 2-3 shots. For the third time it repairs itself, bullets are a lot more effective.
A HE Judge can do that in one mag (or cylinder, or how the heck it's called in a revolver), and it can pick up ammo.
Ghostbear Aug 23, 2019 @ 6:06am 
Originally posted by Zero HUVR:
Originally posted by BeastGTS:
The SWAT Van turret repairs itself three times. For the first two times, the Arbiter destroys the turret in only 2-3 shots. For the third time it repairs itself, bullets are a lot more effective.
A HE Judge can do that in one mag (or cylinder, or how the heck it's called in a revolver), and it can pick up ammo.

True but then is it useful for anything other then a glorified turret killer.
Zero [HU][VR] (Banned) Aug 23, 2019 @ 7:04am 
Originally posted by DozyBear:
Originally posted by Zero HUVR:
A HE Judge can do that in one mag (or cylinder, or how the heck it's called in a revolver), and it can pick up ammo.

True but then is it useful for anything other then a glorified turret killer.
Is that a serious question? Izhma+Judge with Rouge and crits is THE god build...

It's good for taking out shields, Winters' bunch, and snipers that are out of range of the Izhma. It can be used to get ammo drops in the rare case the Izhma runs out. And it benefits from the Overkill skill.

Rocket launchers with their limited ammo, no ammo pickup... When Swan Song or Bulletstorm is active, I can see they can be useful, but that's too great a price to pay and too situational for my taste.

Edit:
By the way, the HE Judge is NOT good at taking down turrets permanently. It's good for taking down it's armor and send it down to repairs, but for finishing it, it's not enough. Even shooting all of its ammo on an armorless turret is not enough. I know, I tried.
But it's not really necessary, as most turrets can be passed by starting their repair cycle at the right time. (On DW. I don't really play DS nowadays, and you can destroy them quite easily with anything below DW)
Last edited by Zero [HU][VR]; Aug 23, 2019 @ 7:12am
Ghostbear Aug 23, 2019 @ 7:08am 
Originally posted by Zero HUVR:
Originally posted by DozyBear:

True but then is it useful for anything other then a glorified turret killer.
Is that a serious question? Izhma+Judge with Rouge and crits is THE god build...

It's good for taking out shields, Winters' bunch, and snipers that are out of range of the Izhma. It can be used to get ammo drops in the rare case the Izhma runs out. And it benefits from the Overkill skill.

I did not know that, I'll have to try that out sometime :steamhappy:
Jostabeere Aug 23, 2019 @ 8:35am 
Originally posted by DayZEternal:
Originally posted by Jostabeere:
Why again would I use a 10K damage weapon without replenisheable ammo on a 5K shield of the turret? The turret health itself is too high to fight it with an RPG effectively.
Because it's fun. :^) And what does 'too high' mean?
On Overkill it was like.. 125K or so? I dunno how it is now. I still assume higher than the ammo you own for the RPGs.
BeastGTS Aug 23, 2019 @ 8:45am 
Originally posted by Zero HUVR:
Originally posted by BeastGTS:
The SWAT Van turret repairs itself three times. For the first two times, the Arbiter destroys the turret in only 2-3 shots. For the third time it repairs itself, bullets are a lot more effective.
A HE Judge can do that in one mag (or cylinder, or how the heck it's called in a revolver), and it can pick up ammo.

The Arbiter can also pickup ammo and can be used to take out the turret's shield from a distance, which is very useful during Hoxton Breakout day 1, or Heat St, for example, just to temporarily disable it and push forward on the map.
Doktor Vic Tim Aug 23, 2019 @ 9:02am 
While it's not a way to destroy it quickly, how conventional is it to place down an ECM jammer (not pocket ECM, doesn't work) to turn the turret on your side for 20/30 second? Sure, you're sacrificing other deployables and you might require a different build to equip two ECMs, but I dunno.

Uhm... try this on OVK and below.
Zero [HU][VR] (Banned) Aug 23, 2019 @ 10:11am 
Originally posted by BeastGTS:
Originally posted by Zero HUVR:
A HE Judge can do that in one mag (or cylinder, or how the heck it's called in a revolver), and it can pick up ammo.

The Arbiter can also pickup ammo and can be used to take out the turret's shield from a distance, which is very useful during Hoxton Breakout day 1, or Heat St, for example, just to temporarily disable it and push forward on the map.
Oh, it can? Ah, it's a grenade launcher, not a rocket launcher, I see.
I suggested the same, don't destroy it, just send it to rest, and pass it by. Only with Judge.

The one on Henry's Rock is a ♥♥♥♥♥, though. Best to sprint past, and take whatever damage it deals. It doesn't go to repair itself, and has a ton of HP.

Originally posted by Doktor Vic Tim:
While it's not a way to destroy it quickly, how conventional is it to place down an ECM jammer (not pocket ECM, doesn't work) to turn the turret on your side for 20/30 second? Sure, you're sacrificing other deployables and you might require a different build to equip two ECMs, but I dunno.

Uhm... try this on OVK and below.
It works, but usually like this: guy places ECM to convert it, I run up to it, empty my Judge into it, and at the last shell I notice that it has a green laser, but too late, it goes down.
Dan Niton Aug 23, 2019 @ 11:19am 
Originally posted by Zeema:
i hear a lot of conflicting data on the best way to take down a Swat Turret both from a Van and just from a ceiling

so what is the best way to take them out the fastest and easiest (Mayhem and up)
2 words. "Grenade launcher." At least from my experience.
Cipher (Banned) Aug 24, 2019 @ 3:16am 
Originally posted by Doktor Vic Tim:
While it's not a way to destroy it quickly, how conventional is it to place down an ECM jammer (not pocket ECM, doesn't work) to turn the turret on your side for 20/30 second? Sure, you're sacrificing other deployables and you might require a different build to equip two ECMs, but I dunno.

Uhm... try this on OVK and below.

I almost never see this strategy deployed, but this tactic actually saved one of my runs on Hoxout DSOD. It's a good distraction for those segments with cops all over the streets and you have the van pinned against a SWAT van to drill with a turret on the other side. Other than that, I don't know. Heat Street? Most other turret encounters are avoidable.
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Date Posted: Aug 22, 2019 @ 5:17am
Posts: 41