DOOM Eternal

DOOM Eternal

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Chaingun - Mobile Turret needs a damage buff
There are 2 reasons why this mod needs a damage buff.

First.
Between the 2 mods that the chaingun provide, Energy Shield is by far the best.
The damage increase from the Mobile Turret doesn't add up to the invincibility that Energy Shield does.

Second.
Compared to other ways of dealing damage, the Mobile Turret is underwhelming, like quick switching and the Rocket Launchers lock on mod.
The whole idea about Mobile Turret seems to a heavy weapon that deals fast damage with mobility and other drawbacks.

The drawbacks in mobility aren't necessary, because the whole point of this mod is that you can find a stationary spot and just tear everything apart.

I'd say the mod needs to deal about 25% more damage, not by higher damage numbers,
but by shooting faster.
Ammo consumption seems like a good enough drawback for more damage.
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Showing 1-11 of 11 comments
Grampire Oct 27, 2021 @ 8:46am 
Unless the increased damage is extremely substantial I don't think that's the solution.

Mobile Turret loses out to personal shield because the latter offers a broken utility that makes it one of the best 3 mods in the game. Mobile Turret would have to be an instant delete button for heavies in order to compete with that.
bullerbuller7 Oct 27, 2021 @ 8:57am 
Simply nerfing energy shield wouldn't make the mobile turret better.
Compared to quick switching, rocket launcher lock on and destroyer blade, it is just not strong enough.
Grampire Oct 27, 2021 @ 9:02am 
That's what I mean. As a damage hose Mobile Turret does it's job, and if you make it much stronger than it already is then it's going to outshine one of the game's base mechanics (quickswitching) which is counterproductive in my mind.

Other damage hoses offer additional utility (Microwave Beam stuns, Micro Missiles don't penalize movement and offer minor aim tracking/aoe), so the problem with Mobile Turret isn't damage - it's that it doesn't do anything BUT damage. Almost every other option that uses bullets offers more.
MattCryptid Oct 27, 2021 @ 9:11am 
I would like if the Turret fired faster, I usually end up with an excess of bullets because P Bolt is too efficient, so my best way to drain that tank is the chaingun but it feels like the turret still takes a little long, which I guess it's fair since it's a minigun but at the same time it should be the DPS mod of the Chaingun but the energy shield seems to do that better too.

The energy shield also just deals way too much damage, I often find myself whipping it out to bash super heavies to death if I'm not using it to cheat death. Energy shield bash damage needs to be lowered significantly.
Uscari Oct 27, 2021 @ 9:19am 
Originally posted by bullerbuller7:
First.
Between the 2 mods that the chaingun provide, Energy Shield is by far the best.
The damage increase from the Mobile Turret doesn't add up to the invincibility that Energy Shield does.

That's because Energy Shield is overpowered and needs a nerf.

Originally posted by bullerbuller7:
Second.
Compared to other ways of dealing damage, the Mobile Turret is underwhelming, like quick switching and the Rocket Launchers lock on mod.
The whole idea about Mobile Turret seems to a heavy weapon that deals fast damage with mobility and other drawbacks.

Quickswapping with PB + Rocket isn't that much stronger than Mobile Turret imo, and it requires you to be closer due to slow projectile speed of rockets. PB + SSG undoubtedly deals more damage than Mobile Turret but requires you to be much closer and the input messes with your movement.

Meanwhile neither option is able to stagger opponents as frequently as Mobile Turret.

Lock-On Rockets do deal more damage but chew through ammo very quickly and trade useful AoE for single-target damage you could do nearly as well with other options.

I rarely use Lock-On to focus down super heavies, I tend to use them to deal with smaller, more mobile heavy demons.

Originally posted by bullerbuller7:
The drawbacks in mobility aren't necessary, because the whole point of this mod is that you can find a stationary spot and just tear everything apart.

I'd say the mod needs to deal about 25% more damage, not by higher damage numbers,
but by shooting faster.
Ammo consumption seems like a good enough drawback for more damage.

The drawbacks in mobility are definitely necessary given the high ammo capacity of the bullet weapons, the frequency with which this thing staggers, the impressive range it has, and the exceptional DPS.

Make no mistake Mobile Turret is an excellent mod. The problem is that Energy Shield is broken.
bullerbuller7 Oct 27, 2021 @ 9:46am 
Originally posted by MattCryptid:
I would like if the Turret fired faster, I usually end up with an excess of bullets because P Bolt is too efficient, so my best way to drain that tank is the chaingun but it feels like the turret still takes a little long, which I guess it's fair since it's a minigun but at the same time it should be the DPS mod of the Chaingun but the energy shield seems to do that better too.

The energy shield also just deals way too much damage, I often find myself whipping it out to bash super heavies to death if I'm not using it to cheat death. Energy shield bash damage needs to be lowered significantly.
I agree.

The best example i can think of is: after freezing a tyrant, will the turret be a good option? No.
There's nothing to hurt you, so all you have to do is kill as fast as possible, and it doesn't come close to rpg lock on or quick switching.
The reason why destroyer blade is such a great mod is because it has its own special use. Big aoe damage.
Right now the turret is useless, and it will still be useless after nerfing the energy shield.
MattCryptid Oct 27, 2021 @ 10:02am 
Originally posted by bullerbuller7:
Originally posted by MattCryptid:
I would like if the Turret fired faster, I usually end up with an excess of bullets because P Bolt is too efficient, so my best way to drain that tank is the chaingun but it feels like the turret still takes a little long, which I guess it's fair since it's a minigun but at the same time it should be the DPS mod of the Chaingun but the energy shield seems to do that better too.

The energy shield also just deals way too much damage, I often find myself whipping it out to bash super heavies to death if I'm not using it to cheat death. Energy shield bash damage needs to be lowered significantly.
I agree.

The best example i can think of is: after freezing a tyrant, will the turret be a good option? No.
There's nothing to hurt you, so all you have to do is kill as fast as possible, and it doesn't come close to rpg lock on or quick switching.
The reason why destroyer blade is such a great mod is because it has its own special use. Big aoe damage.
Right now the turret is useless, and it will still be useless after nerfing the energy shield.

Yeah, turret needs some unique utility, it does have a nice stagger on big lads like Knights and Barons but it doesn't quite compare to what the chaingun was able to do in the Classic Doom games, that thing was great for interrupting demon animations. Besides, microwave beam sort of does that already. I suppose the turret is better damage but doesn't mean much in quick switch land.

Speaking of Destroyer Blade, damn do I love the mod, and it's still great despite quick switching being a thing.

~Neon Doom~ Oct 27, 2021 @ 11:08am 
Originally posted by bullerbuller7:
There are 2 reasons why this mod needs a damage buff.

First.
Between the 2 mods that the chaingun provide, Energy Shield is by far the best.
The damage increase from the Mobile Turret doesn't add up to the invincibility that Energy Shield does.

Second.
Compared to other ways of dealing damage, the Mobile Turret is underwhelming, like quick switching and the Rocket Launchers lock on mod.
The whole idea about Mobile Turret seems to a heavy weapon that deals fast damage with mobility and other drawbacks.

The drawbacks in mobility aren't necessary, because the whole point of this mod is that you can find a stationary spot and just tear everything apart.

I'd say the mod needs to deal about 25% more damage, not by higher damage numbers,
but by shooting faster.
Ammo consumption seems like a good enough drawback for more damage.

nope only will make things off balanced it already takes heavy's down with ease anymore damage will make it OP

leave it alone both mods work as they should and if u know what your doing mobile turret does amazing damage but the energy shield is a must on nightmare in heated combat
Nix-Man Oct 27, 2021 @ 11:09am 
Much like that butter robot meme the turret mode is for deleting Pain Elementals, at least for me. I dislike wasting rockets and ballista bolts on them personally. Plus they're out of shield bullying range anyways, so the turrets dps actually becomes a boon here. Trust me; run around with shield mod, see PE, mod swap to turret, obliterate or pain-state it in about 3 seconds, swap back to shield and move on. Simple as that.

To address the actual point of the thread though, I think it wouldn't hurt giving it a small bump in damage. Nothing op, just enough to allow a bit more satisfaction whenever you whip it out.
Last edited by Nix-Man; Oct 27, 2021 @ 11:10am
BlackRose <3 Oct 27, 2021 @ 12:30pm 
I use the mobile turret to quickly take care of Doom Hunter sleds(its surprisingly effective!) and pain elementals, other times it is a good bullet hose weapon that clears a lot of trash quickly.

It has its uses and i definitely used it in my UV campaign.

On the other hand I never found a use for the energy shield, I always stay mobile and quickswap everything so I never found a use for the energy shield.
Last edited by BlackRose <3; Oct 27, 2021 @ 12:31pm
I run Destroyer Blade and Mobile Turret on Nightmare.
Energy Shield was the go to for a long time because it was a clutch.
Shield Bash + Flame Belch was basically a free overcharge.
Then Id broke something on April and Shield Bash not longer drops health from killed demons which nerfed it considerably.

I started to run Mobile Turret and only used Energy Shield recursively, I noticed that Mobile Turret is a hard counter against the Pain Elementals and Barons of Hell. Sure you will consume all your ammo but it is faster than autoshotgun and very reliable, I usually pop two grenades for the stagger and this too works on Tyrants.

However on faster enemies it sucks but that is why your got the Ballista.

That said, I feel the only POS weapon in the game is the Unmakyr, totally worthless.
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Date Posted: Oct 27, 2021 @ 8:10am
Posts: 11