Prey
Maniac Feb 29, 2020 @ 4:54am
Turrets are kinda useless
I have repaired, hacked and reinforced every turret and placed them at stratetic positions to attack the respawning enemys but half of the times when i come back to an area they are broken or knocked over without having killed any enemy.

they should really have made them more usefull, pretty much a waste of resources
< >
Showing 1-14 of 14 comments
JLAR Feb 29, 2020 @ 5:30am 
They are ok early game for thinning out the mimics but yeah the phantoms knock em over pretty quick. The worst is when technopaths commandeer them. Just don't concentrate them in one spot. Try to prop them up in high places or place them in blind spots. Use them as an ambush tool. Generally speaking they are a plan B weapon & you shouldn't use too many spare parts on them especially if you have limited quantity.


If you are leaving an area, pack them up & store them in a room / closet with a door that can be locked. Make sure it is a room that has no windows or line of sight as a technopath can still take control of a turret even with a locked door.


Lar Dass Feb 29, 2020 @ 5:37am 
Turrets suck more when you have many typhon neuromods installed
Last edited by Lar Dass; Feb 29, 2020 @ 5:37am
vlad_rx Feb 29, 2020 @ 2:46pm 
I did actually find them quite useful. The trick is to know what they can do and what vulnerabilities they manifest. It takes some trial and error but i've used them even against Nightmares or Weavers.
Xengre Mar 1, 2020 @ 4:32pm 
They are quite strong earlier in the game for clearing areas while saving lots of ammo and healing/food before you start getting mods/upgrades because you can just carry one turret around and set it then aggro stuff to it or create kill zones if you find another turret(s) to pair with and just act bait to it. They are solid against anything that isn't an advanced flying enemy/fire elemental/nightmare when spread out. They are basically never worth fortifying, ever. They also are great for when you suspect a mimic is in an area and want to set it run around the room to pop mimic out and then run off so it can't hit you while turret downs it EZ. Non-foritfied turrets are easy to repair if they do go down so you can usually clear entire zones with them efficiently. Electric elementals need to be far enough away to use turrets against. Turrets can be acceptable aggro pieces against flying mobs briefly (excluding the one that manipulates them, forget name unless you disable its abilities).

Yes, not being able to maintain them between areas to create safe zones is a pretty lame oversight due to how mobs spawn and can them between areas. In addition, if you are upgrading skills and know what to upgrade you become overpowered extremely fast very early rendering turrets pretty pointless (esp bum rushing shotgun upgrades and stealth to 1-shot nearly everything).
Sidian Mar 4, 2020 @ 2:19pm 
Originally posted by Maniac:
half of the times when i come back to an area they are broken or knocked over without having killed any enemy.

Try to pick them up and leave them disabled before leaving an area. When returning to that area, the enemies might not have attacked them since the turrets were not seen as a threat and you can just enable them again.
Last edited by Sidian; Mar 4, 2020 @ 2:52pm
OPFOR Mar 4, 2020 @ 5:56pm 
Originally posted by Xengre:
They are quite strong earlier in the game for clearing areas while saving lots of ammo and healing/food before you start getting mods/upgrades because you can just carry one turret around and set it then aggro stuff to it or create kill zones if you find another turret(s) to pair with and just act bait to it. They are solid against anything that isn't an advanced flying enemy/fire elemental/nightmare when spread out. They are basically never worth fortifying, ever. They also are great for when you suspect a mimic is in an area and want to set it run around the room to pop mimic out and then run off so it can't hit you while turret downs it EZ. Non-foritfied turrets are easy to repair if they do go down so you can usually clear entire zones with them efficiently. Electric elementals need to be far enough away to use turrets against. Turrets can be acceptable aggro pieces against flying mobs briefly (excluding the one that manipulates them, forget name unless you disable its abilities).

Yes, not being able to maintain them between areas to create safe zones is a pretty lame oversight due to how mobs spawn and can them between areas. In addition, if you are upgrading skills and know what to upgrade you become overpowered extremely fast very early rendering turrets pretty pointless (esp bum rushing shotgun upgrades and stealth to 1-shot nearly everything).

Getting Repair 2 is quite a tough investment for the beginning.
Xengre Mar 5, 2020 @ 10:57am 
Originally posted by OPFOR:
Originally posted by Xengre:
They are quite strong earlier in the game for clearing areas while saving lots of ammo and healing/food before you start getting mods/upgrades because you can just carry one turret around and set it then aggro stuff to it or create kill zones if you find another turret(s) to pair with and just act bait to it. They are solid against anything that isn't an advanced flying enemy/fire elemental/nightmare when spread out. They are basically never worth fortifying, ever. They also are great for when you suspect a mimic is in an area and want to set it run around the room to pop mimic out and then run off so it can't hit you while turret downs it EZ. Non-foritfied turrets are easy to repair if they do go down so you can usually clear entire zones with them efficiently. Electric elementals need to be far enough away to use turrets against. Turrets can be acceptable aggro pieces against flying mobs briefly (excluding the one that manipulates them, forget name unless you disable its abilities).

Yes, not being able to maintain them between areas to create safe zones is a pretty lame oversight due to how mobs spawn and can them between areas. In addition, if you are upgrading skills and know what to upgrade you become overpowered extremely fast very early rendering turrets pretty pointless (esp bum rushing shotgun upgrades and stealth to 1-shot nearly everything).

Getting Repair 2 is quite a tough investment for the beginning.
It isn't so bad tbh. If you get it then you get access to a lot more Neuromods than you would otherwise be able to much earlier to make up for it, if you explore. If you don't explore, yes, it would definitely be harder. That said, getting it for turrets is definitely not worth it since reinforcing turrets is more expensive than simply repairing them when they break and they almost never break to begin with if used right unless against enemies they would break against even when reinforced making reinforced pretty much purely worthless.
OPFOR Mar 5, 2020 @ 1:10pm 
Originally posted by Xengre:
Originally posted by OPFOR:

Getting Repair 2 is quite a tough investment for the beginning.
It isn't so bad tbh. If you get it then you get access to a lot more Neuromods than you would otherwise be able to much earlier to make up for it, if you explore. If you don't explore, yes, it would definitely be harder. That said, getting it for turrets is definitely not worth it since reinforcing turrets is more expensive than simply repairing them when they break and they almost never break to begin with if used right unless against enemies they would break against even when reinforced making reinforced pretty much purely worthless.

Good point.
vlad_rx Mar 5, 2020 @ 2:34pm 
I'd rather have a fortified turret. I guess to each his own but keep in mind that proper placement is very important. I've also found that my own intervention can actually save the freakin' turrets.. It has happened quite a few times for the turrets to be under attack right at the moment I was entering the area. Having them shoot at an enemy is, in my opinion, better than having no turrets so I usually go help them.

I'm playing on Nightmare difficulty and I've been using pretty effectively even against, as mentioned above, Weavers and Nightmares.
Last edited by vlad_rx; Mar 5, 2020 @ 2:35pm
Xengre Mar 5, 2020 @ 5:20pm 
Originally posted by vladmods:
I'd rather have a fortified turret. I guess to each his own but keep in mind that proper placement is very important. I've also found that my own intervention can actually save the freakin' turrets.. It has happened quite a few times for the turrets to be under attack right at the moment I was entering the area. Having them shoot at an enemy is, in my opinion, better than having no turrets so I usually go help them.

I'm playing on Nightmare difficulty and I've been using pretty effectively even against, as mentioned above, Weavers and Nightmares.
Gloo gun and any stun/disable abilities for assisting turrets ftw. Placement on higher areas that they can't easily reach, or at all, is definitely really nice.
OPFOR Mar 5, 2020 @ 6:04pm 
Originally posted by Xengre:
Originally posted by vladmods:
I'd rather have a fortified turret. I guess to each his own but keep in mind that proper placement is very important. I've also found that my own intervention can actually save the freakin' turrets.. It has happened quite a few times for the turrets to be under attack right at the moment I was entering the area. Having them shoot at an enemy is, in my opinion, better than having no turrets so I usually go help them.

I'm playing on Nightmare difficulty and I've been using pretty effectively even against, as mentioned above, Weavers and Nightmares.
Gloo gun and any stun/disable abilities for assisting turrets ftw. Placement on higher areas that they can't easily reach, or at all, is definitely really nice.

I like to put cover in front of the turrets to Protect them against Ghosts.
Xengre Mar 5, 2020 @ 8:04pm 
Originally posted by OPFOR:
Originally posted by Xengre:
Gloo gun and any stun/disable abilities for assisting turrets ftw. Placement on higher areas that they can't easily reach, or at all, is definitely really nice.

I like to put cover in front of the turrets to Protect them against Ghosts.
Are ghosts the ones that warp and look humanoid but aren't elemental? I don't remember. I just shotgun those in 1 shot but I could see this working against some types.
OPFOR Mar 6, 2020 @ 5:07am 
Originally posted by Xengre:
Originally posted by OPFOR:

I like to put cover in front of the turrets to Protect them against Ghosts.
Are ghosts the ones that warp and look humanoid but aren't elemental? I don't remember. I just shotgun those in 1 shot but I could see this working against some types.

Yes they are they ones that shoot at you. They are the biggest thread for turrets.

The biggest problem is that they often destroy the turret when they don't have any cover.
AllergicToDeath Mar 14, 2020 @ 12:59am 
I have to say that it was quite fun to repair and reinforce every turret I could find in the arboretum, place them in a big circle and summon the Nightmare :p
It died so fast (I think I repaired and hacked some military operators too) I almost felt bad for the typhon.
Turrets are better as supports: you keep the attention of the typhon on you and they do a decent work shootig them in the back! It's a matter of where you place them.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Feb 29, 2020 @ 4:54am
Posts: 14