Risk of Rain 2

Risk of Rain 2

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Carbonizer Turrets are Trash
They lack the range to deal with flyers especially vagrant since they lock on to center mass not the tentacle right in front of them. They don't benefit from sprint or jump items and since they move now if you are using them fungus becomes the most useless item since engi is the only on that could use them effectively. They have abysmal proc chance so on-hits feel like the never proc even with clover.

They are just bad. Give them always sprint and the ability to jump like enemies can and boost their proc chance and maybe they would be useful.
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Showing 1-15 of 21 comments
SalTheThief Nov 29, 2019 @ 7:45pm 
They are still extremely fragile, even with the changes you've mentioned. They fall off pretty hard late game because they just end up getting blown up by any and everything. At least normal turrets can mitigate this via fungus. I suppose if the always-sprint buff applies then they can use Rose Buckler.
Shining_Darkness Nov 29, 2019 @ 9:09pm 
Originally posted by SalTheThief:
They are still extremely fragile, even with the changes you've mentioned. They fall off pretty hard late game because they just end up getting blown up by any and everything. At least normal turrets can mitigate this via fungus. I suppose if the always-sprint buff applies then they can use Rose Buckler.
that or just make them fly instead of crawl around super slow, if they flew they would not be so prone to get devastated by AoE and things like golem blasts
onkive Nov 29, 2019 @ 9:46pm 
People still talking about this? I did a Monsoon run on Engineer with both the laser turrets (after the Attack Speed fix) and moving mines and it went well, wish he had an alt skin because I obliterated at 20.

To each their own, but I had a blast using them, yes, they do die easier, but it's not an issue later on when all engineer does is drop turrets, collect money, open chests, redeploy when needed.

Though I will admit the only thing that really took a while to kill were magma/overloading worms and the guaranteed legendary item boss (that thing seriously needs to be toned down in HP), there were a lot of times where I would just deploy the turrets and stand still (very risky, I know, but the items I had allowed me to stay alive) while waiting for the TP timer to finish.

Lastly, it's all RNG, you'll get a lot of bad games before you get that one good game.

I only really like the laser turrets for the 'cute' factor of them being able to move and follow you around.

I'd like for them to become flying turrets (2 cap) when they add that item that upgrades your R skill, while the regular turrets can go from 2 -> 3 max cap.
Shwartzs Nov 29, 2019 @ 10:18pm 
I don't use em at all, tried several games even had a pretty decent game, honestly they are nothing special. the originals are better. upgrade should be considered down grade
Dragontoast Nov 30, 2019 @ 12:15am 
I have stated before that they should be tagged as "sprinting" constantly.
It would help them keep up if you have energy drinks as well as letting them gain armor via rose buckler, they could even get extra dps from little disciple.

Honestly they aren't that bad, but they are super slow compared to you because they can't sprint.
Redeploying is almost always faster than letting them catch up and ruins the point of having them move in the first place.
Gopher Dec 2, 2019 @ 11:09pm 
A couple quality of life fixes would make them viable -

Allow mushrooms to trigger, even while moving specifically just for these turrets. Allow movement items to affect them. There, now they're just as good.

BigMcLargeHuge Dec 5, 2019 @ 7:51am 
give them more range and always sprint like the huntress, that way they can replace fungus with items like bucklet and similar items
Crackpixel Dec 5, 2019 @ 11:55am 
They just need to sprint, Range is not a problem.

Engi itself is a pretty strong character, if there would be no stationary ones already nobody would complain lmao.
Gopher Dec 5, 2019 @ 12:48pm 
I've tried a couple normal runs on eng. with the mobile turrets and frankly it sucks so much the range is a real killer on some of the larger monsters they have to be too close and then get one shot lol
Rathlord Dec 5, 2019 @ 3:17pm 
Just a reminder that I don't think extra abilities are meant to be strict upgrades, more side-grades, and imo these turrets do a perfectly fine job of that. If they had all of the durability and damage of the stationary turrets, those would simply never be used and I don't believe that's the idea the devs are going for.
Shwartzs Dec 5, 2019 @ 8:53pm 
Originally posted by Rathlord:
Just a reminder that I don't think extra abilities are meant to be strict upgrades, more side-grades, and imo these turrets do a perfectly fine job of that. If they had all of the durability and damage of the stationary turrets, those would simply never be used and I don't believe that's the idea the devs are going for.

to each their own on opinion. But I dont use the upgrades at all, nor find it worth using. So you think the dev's intended for that? Of course not. So modifications are needed for one to play one or the other based on character. But if speed cola for faster running works for your character so should it for turrets that run. whether its a minor buff or not. The ones they have now are crap and not worth using.
Horrible Orbit Dec 6, 2019 @ 7:24pm 
I agree with the popular consensus that the moving turrets suck. Their range is abysmal and their targeting AI is even worse. I can't tell you how many times I'd been surrounded by lesser wisps, and my own mobile turrets, and had to take each wisp out manually anyway. It's the reason I never use the moving turrets anymore. Their inability to keep up with the player character is a problem, but blind, pacifist turrets aren't useful even when they're fast.
St3ampunk_Wizard Dec 7, 2019 @ 6:58am 
I totally agree, in my eyes, Range/Targeting Range is the biggest problem with them.
Obviously they -still- might be worse off, but fixing one of those two issues should thrust them cleanly into the "Everything is just as powerful with all the items" territory you can reach late-game.

In my experience with them, even against bosses and other high-threat targets, I'd have to walk right up next to them (Terrible idea for many bosses) just for my turrets to lock on and start fighting. They just seem way to CLINGY to Engineer, never wanting to leave his side.



I'm also totally on-board with always-sprinting turrets too. Get more items + can keep up. Trading Fungus for Hooves was never worth it. Trading Fungus for Hooves, Buckler, and Energy Drinks just might be.


There's no need to doubt they need this too. Even if you consider that the new skills aren't "Upgrades" but "side-grades" Engie's stationary turrets will ALWAYS have a place. At the very least, in 2-4+ player co-op, he is an absolute mad-lad with healing the entire team. I think the best course of action would be to ignore that, and buff the Carbonizers to be on PAR with the Gauss. But honestly, I doubt they need any more statistical buffs. just some AI changes and maybe the range.
Horrible Orbit Dec 7, 2019 @ 8:49am 
For that matter, both types of turret should make flying enemies a higher priority. The engineer's primary attack and mines are especially suited to dealing with ground targets, but do much worse with fliers, after all.
Dragontoast Dec 7, 2019 @ 10:13am 
Originally posted by Horrible Orbit:
For that matter, both types of turret should make flying enemies a higher priority. The engineer's primary attack and mines are especially suited to dealing with ground targets, but do much worse with fliers, after all.
We might get thermal harpoons back with his Alt-Utility, so his kit may be improved for dealing with fliers in the future.
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Date Posted: Nov 29, 2019 @ 7:16pm
Posts: 21