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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).
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.
True but then is it useful for anything other then a glorified turret killer.
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)
I did not know that, I'll have to try that out sometime
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.
Uhm... try this on OVK and below.
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.
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.
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.