Risk of Rain 2

Risk of Rain 2

View Stats:
Carbonizer turret buff
ik its like a freezing lazer but since it has a switching target priority its kinda nerfed. the range is pitiful and i noticed they dont heal from cirtian healing items based on damage or kills. even passive healing items dont work sometimes. i Know they have a low proc rate but it doesnt even proc at all. with a laser type fire rate they should still proc healing effects. and it doesnt at all
Last edited by FRANKHOWITZER; Apr 9, 2020 @ 11:45pm
Originally posted by GIRL:
Originally posted by Biddion:
Originally posted by Jimmy Hunter:

Until their targeting AI improves as well as movement AI not actively running into AoEs or attempting to move out of red circles, or stops happily suiciding off cliffs then we'll never really see them being used.

Sure, the idea of making those items effect them when they engage is great, but really the AI getting patched up would be mounds better.

I used the carbonizer turrets to unlock engie skin; i did not notice them spazz out so much. I think a lot of people conclude "no fungus; they suck" mentality without truly giving them a try.

They can't make use of Fungus, and they have a lower proc coefficiency, which means lower DPS overall later on in runs when the main source of damage comes from your items - not the base damage of your attacks. So, yeah. Overall, they're mostly a downgrade.
< >
Showing 1-7 of 7 comments
Dayal Apr 8, 2020 @ 4:54pm 
Gauss Auto-Turrets have a 1.0 proc coefficient, so if they shoot, they'll always heal from a Leeching Seed. Carbonizer Turrets on the other hand, only have a 0.6 proc coefficient, meaning the Leeching Seed will not always proc. It's kind of like MUL-T's Nail Gun, which has a 0.4 proc coefficient, so it procs its Leeching Seed even less than a walking turret. Though passive healing buffs like Slug and Medkit should work like normal.

A neat buff I saw somewhere for the Carbonizer Turrets is to set them to always sprinting, so they can utilize Energy Drink, Rose Buckler and even Little Disciple. I don't necessarly think Carbonizer Turrets are that weak and require a major buff, just that the Gauss Turrets are too good with Fungus.
Biddion Apr 8, 2020 @ 5:42pm 
Originally posted by Night:

A neat buff I saw somewhere for the Carbonizer Turrets is to set them to always sprinting, so they can utilize Energy Drink, Rose Buckler and even Little Disciple. .

Is this by laying down a turret while sprinting?
Dayal Apr 8, 2020 @ 5:53pm 
Originally posted by Biddion:
Originally posted by Night:

A neat buff I saw somewhere for the Carbonizer Turrets is to set them to always sprinting, so they can utilize Energy Drink, Rose Buckler and even Little Disciple. .

Is this by laying down a turret while sprinting?

Nah, what I meant was that, currently, the walking turrets are only walking, never sprinting. It doesn't matter how you placed them. I just thought it'd be a neat buff for the Carbonizer Turrets if Hopoo ever considers to buff them. So that they're capable of utilizing a couple of more items that are otherwise useless on the Gauss Turrets.
Jimmy Hunter Apr 8, 2020 @ 6:01pm 
Originally posted by Night:
Nah, what I meant was that, currently, the walking turrets are only walking, never sprinting. It doesn't matter how you placed them. I just thought it'd be a neat buff for the Carbonizer Turrets if Hopoo ever considers to buff them. So that they're capable of utilizing a couple of more items that are otherwise useless on the Gauss Turrets.

Until their targeting AI improves as well as movement AI not actively running into AoEs or attempting to move out of red circles, or stops happily suiciding off cliffs then we'll never really see them being used.

Sure, the idea of making those items effect them when they engage is great, but really the AI getting patched up would be mounds better.
Biddion Apr 8, 2020 @ 6:30pm 

Originally posted by Jimmy Hunter:
Originally posted by Night:
Nah, what I meant was that, currently, the walking turrets are only walking, never sprinting. It doesn't matter how you placed them. I just thought it'd be a neat buff for the Carbonizer Turrets if Hopoo ever considers to buff them. So that they're capable of utilizing a couple of more items that are otherwise useless on the Gauss Turrets.

Until their targeting AI improves as well as movement AI not actively running into AoEs or attempting to move out of red circles, or stops happily suiciding off cliffs then we'll never really see them being used.

Sure, the idea of making those items effect them when they engage is great, but really the AI getting patched up would be mounds better.

I used the carbonizer turrets to unlock engie skin; i did not notice them spazz out so much. I think a lot of people conclude "no fungus; they suck" mentality without truly giving them a try.
The author of this thread has indicated that this post answers the original topic.
GIRL Apr 8, 2020 @ 7:02pm 
Originally posted by Biddion:
Originally posted by Jimmy Hunter:

Until their targeting AI improves as well as movement AI not actively running into AoEs or attempting to move out of red circles, or stops happily suiciding off cliffs then we'll never really see them being used.

Sure, the idea of making those items effect them when they engage is great, but really the AI getting patched up would be mounds better.

I used the carbonizer turrets to unlock engie skin; i did not notice them spazz out so much. I think a lot of people conclude "no fungus; they suck" mentality without truly giving them a try.

They can't make use of Fungus, and they have a lower proc coefficiency, which means lower DPS overall later on in runs when the main source of damage comes from your items - not the base damage of your attacks. So, yeah. Overall, they're mostly a downgrade.
FRANKHOWITZER Apr 9, 2020 @ 11:44pm 
Originally posted by Night:
Gauss Auto-Turrets have a 1.0 proc coefficient, so if they shoot, they'll always heal from a Leeching Seed. Carbonizer Turrets on the other hand, only have a 0.6 proc coefficient, meaning the Leeching Seed will not always proc. It's kind of like MUL-T's Nail Gun, which has a 0.4 proc coefficient, so it procs its Leeching Seed even less than a walking turret. Though passive healing buffs like Slug and Medkit should work like normal.

A neat buff I saw somewhere for the Carbonizer Turrets is to set them to always sprinting, so they can utilize Energy Drink, Rose Buckler and even Little Disciple. I don't necessarly think Carbonizer Turrets are that weak and require a major buff, just that the Gauss Turrets are too good with Fungus.
dude they dont even proc like at all.not even heal.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Apr 8, 2020 @ 4:48pm
Posts: 7