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Honestly though I think that the Mk2 and Defender should swap damage bonus, so +5 for Mk2 and +2 for Defender, then extend range to +10m or +15m. The current +5m is pretty much unnoticeable.
MKII is the "low maintenance" option. It exists to be convenient. There's nothing wrong with using it. I recommend using 2111 since that's how you get the most bang for your buck in Total Damage. (Though I'll always be using quick deploy instead of ammo. QD is too convenient.)
Gemini is "high maintenance" since it's more flexible with the ability to leapfrog turrets, gives an extra turret to proc EM Discharge or Turret Whip, is almost required for Turret Arc (S5 lessens the need) is able to quickly clear swarmers and does more DPS and total damage without ammo in T2. I run 2211.
You're going to be babysitting your turrets in different ways. Though you'll probably graduate to Gemini.
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Defender vs Hawkeye
Defender is just better.
Hawkeye is pure utility slave: It exists purely to support Turret Whip. If I absolutely had to build it, then I would pick x122 or x222. Then I would only drop turrets as a CC tool, mostly using one at a time. Aim it and the stun will keep the enemy in place for Turret Whip.
With Hawkeye, you can pick either Gemini or MKII. Hawkeye+Gemini exists to get more ammo and the option to drop a second turret for leapfrogging, the DPS doesn't matter. Hawkeye+MKII exists for ammo longevity and killing speed against swarmers (3 hits -> 2 hits).
Turret Whip works just fine without Hawkeye. There isn't much reason to use Hawkeye, honestly.
Playing Haz 5 solo, I personally find that a Quick-Deploy Hawkeye Mk. II turret is great for exploration-based or mining-heavy missions like Mining Expedition, Egg Hunt, and Point Extraction. Plonk the sentry down in a massive chamber and it will quickly let me know where all the bugs and leeches are, which saves me a lot of flares looking for them. Listen for the sentry gun to fire, and I get a free heads-up when bugs are sneaking up while I have my back turned. It allows me to work much faster and more safely, very useful.
unless the game or stats are bugged it doesnt. yes, gemini have more dps, but mk2 is more ammo efficent
i personally use quick deploy mk2 with defender on all of my builds
place the turret anywhere where you will stay for a loner time. with the fast deploy speed and low ammo consumption you should be proactive with your turret placements and recalling
turret discharge is also a solid OC if you do want turret sinergy
On a bad team that’s different. You can build the single turret to provide a dps burst to supplement a bad gunner or a bad team in general.
It would be worth having a good build and bad build assuming you know how to read teams going in and don’t use quick join
In reality you need to run a solo build and never trust your team to be anything but terrible. If you absolutely know your team is reliable going in then you run the support build to complement the team as a whole
The only HP breakpoints we do care about are Haz4/5 swarmers (14.4), shredders (38.5) and spitters (47.88). Which are low enough to calculate, and the largest ammo savings in regards to breakpoints. (Other popcorn type enemies lie in "Always 1 shot" or "Always 2 shot" territory, which just favor's Gemini's ammo.)
Note that there are better breakpoints for other difficulties and you're free to calculate those yourself, but let's just say that MKII doesn't have major advantages over Gemini in regards to tiny enemy breakpoints in the difficulties that Haz4/5 players care about.
I'm not sure how stalker invisibility in S5 will work against turrets. But since they have Menace behavior, just incentivizes taking stun to stop the bastards long enough to get domed before they start digging.