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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.
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.
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.
Engi itself is a pretty strong character, if there would be no stationary ones already nobody would complain lmao.
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.
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.