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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.
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).
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.
Getting Repair 2 is quite a tough investment for the beginning.
Good point.
I'm playing on Nightmare difficulty and I've been using pretty effectively even against, as mentioned above, Weavers and Nightmares.
I like to put cover in front of the turrets to Protect them against Ghosts.
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.
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.