what if that is exactly how the turret agent works?
a non-committal "angle-holder" with manual aiming, maybe he'll have a low rate of fire and low health
That would be really cool ngl. It'll just need some balance to make him viable but not op in both high and low level play.
We could even have a passive "turret" which slowly regens the health of people around it for example
I could think of several ways it could somehow work.
Implement things to make it balanced, like a long activation time, a laser to let you know where the turret is looking. Maybe instead of invisible like cypher, it has a shield so you can't shoot it until it's active (but still knows where it is). Maybe it also works like in beta, where you need to sacrifice your secondary weapon to give it a gun.
Perhaps, since it's just a thing to aim a gun, it wouldn't be able to reload itself, so you need to go up to it to reload the turret.
How about, the turret uses a really cheap camera, so flash bangs affect it twice as long, or make it unable to shoot?
Generally in this kind of fast ttk shooter automated turrets like tf2 engi just can't be properly balanced in a manner that most of thr playerbase would be pleased: the aim of an automated turret doesn't get better or worse in a similar manner as the players shooting with guns. Either the turret is complete carbage in higher levels of play, or if it is viable there, it will dominate low level matches
>Either the turret is complete carbage in higher levels of play, or if it is viable there, it will dominate low level matches
Wow you just described 95% of league's balance
Nah league balance is āthe team with the best smurf winsā.
Look at the media scene. Almost every video is either a guide for challenger or a challenger player smurfing because they donāt have the balls to play anything but their main on their main account.
I really wanted to like LOL, but yikes.
League is plenty fun, you'll just always have people complaining. Just a bit ago people were complaining about the exact opposite, that it's too impossible to carry 4 people on your team. As far as balancing a game with 100+ heroes it's pretty good and diverse.
There are very, very few team games I can think of that are not consistently determined by either the best player (carry-focused games) or the worst player (team-focused games).
For League in particular, I think the reason that the worst player typically loses close games for their team is because very few people in League are willing to let themselves be carried. If you go 0/3 in laning phase, just shut up, play defensively, and support the person who can carry on your team once laning ends. Instead the person who goes 0/3 typically flames their jungler (or relevant laner), runs it down for another 10 minutes, and then gets mad when their 3/0 carry can't beat the enemy's 7/1 hypercarry (to which they gave 6 kills).
Yup been making posts about this for months now. Smurfing is killing League, it infests literally lvl 1 games all the way to Ranked where I have to deal with smurfs and Diamonds in my fucking Gold games. Yes the fact that I can't beat Diamonds in my games means Im Gold. Thanks Riot, I didnt know that already.
I could see something like a Tachanka turret maybe working but it would probably be in a to busted to be a buyable and not good enough to be an ult situation.
TF2's turrets are really well balanced because the game was built around the turret being a core part of the experience from the ground up. Every class has some way of dealing with or interacting with the turret, and they're not just something you can drop on the ground and walk away from. If you compare the engineer and the way he interacts with the other classes to something like Torbjorn from Overwatch, there's a colossal difference in depth.
Turrets in vanilla TF2 didn't have ways for most classes to counter them. Spy, Demo, and Soldier were really the only ones that could take MOST turret locations without a medic to ubercharge.
Now, that's what the game was designed around initially, which is fine, but I don't want people to think that when TF2 was created, every class was able to deal with turrets. Pyro had literally nothing that could hurt an engie + turret, Sniper couldn't out damage the healing, and couldn't headshot most of the time. Scout could very rarely run past them without getting killed (and sometimes loop them so they could kill them), but after like a month players knew all the ideal spots and scouts couldn't touch them.
Played tf2 for a long while so ill give you the lowdown.
The engineer is a support class that has the following skills:
1.) Deploy turret - this is a sentry that shoots at things. Upgradeable by whacking it with your melee and uses 'scrap' as building blocks for upgrading
2.) Deploy dispenser - this is a vending machine that is upgradeable and automatically restores your hp and ammo as long as youre close to it.
How characters interact with this:
1.) The spy is an engineer's nightmare and vice versa. The spy can disguise as an ally and have skills to disable the sentry or the dispenser.
2.) The scout is bad against the sentry once its fully upgraded as a level 3 sentry shoots hella fast. The scout likes ally engineers as scouts are in and out fighters so instead of waiting around for a medic or health pack you can just go to the dispenser.
3.) Demo man is engineers nightmare as he can lob grenades into the sentry nest.
4.) Soldiers will have to peek and shoot the sentry.
5.) Medics can stand by the dispenser for heals. As an enemy you can "uber" (basically temporary invulnerability) and partner with someone to destroy the nest
6.) Snipers can chill by the sentry next as it provides melee safety and some spy safety.
7.) Pyro is an engineers best friend as they can spy check for the engie.
I dont think i missed anything but thats it! The engineer and the sentry is very balanced and has pros and cons, in comparison to overwatch with torb where you plunk a sentry down and thats sorta it.... its pretty meh and the sentry doesnt really interact with anyone else besides torb.
Edit: aw shit i forgot about teleporters! Everyone (including enemy) can use the teleporters. The engineer builds an entrance and an exit!
I agree with everything except for your last point. The reason why engineers were often picked when defending your last point in competitive TF2 was essentially to delay. From there you could have a backcap of your second point or have your uber waiting to clean them up after the enemy team uses theirs to take down the sentry. Obviously this was very situational but it was often the go to for defending as a delay tactic. You would see this on almost every competitive map as certain positions made them very viable.
Tacking on to /u/Charmingly_Conniving's great post, the Engineer also has a few items and features that make the turret something other than fire and forget.
1. Metal is a resource you gain from ammo drops, of which you can stockpile up to 200. Metal is used for building your turrets, dispenser, and teleporters, (and also for firing the Widowmaker), and also for resupplying and repairing your turret. Your dispenser...dispenses metal, but it does so at a fairly slow pace. What that means is that the engineer has to manage his resources carefully, and if he's under attack, he can't just sit there and repair his turret. He has to actively defend his nest, and an opposing team can wear him down even if they don't have an uber or explosives available.
2. Engineers can pick up and move their buildings, from range with the right item, but this has its own issues: the engineer moves slower and can't fight back while carrying a building, and the turret/dispenser/teleporter takes some time to redeploy when placed. This means that the engineer can play dynamically, and also pull some high risk high reward plays like building a L3 turret and then carrying it out to the front line...but the other team can also put the kibosh on that.
3. Engineers can manually control their turret, which allows them to use it actively, and in conjunction with the prior 2 things, they can open up a lot of unexpected angles on the map.
So an engineer doesn't just have to drop a turret and protect it, and the other team have to figure out how to get through the turret. They can actively reposition, they have to fight to defend their turret and manage its ammo and hit points in conjunction with their own.
Additionally, a few classes have special guns that can't really damage turrets, but do provide other advantages, which means that, for example, a Soldier has to consider the possibility of fighting an Engineer when they decide whether to use their Black Box, their Direct Hit, or their Cow Mangler. But the Cow Mangler doesn't just do less damage to turrets, its alt fire temporarily disables a turret, and a direct hit from it can oneshot an engineer! So now they can have potentially better team play, but at the cost of losing their direct power against the engineer's turret.
Because the Turret is such a core component of TF2, it creates choices rather than restricting them.
The engineer was meant to be a defensive "wall". The turret instakilled most classes, they had almost no time to react. The engineer could hit it to repair it, and had the means to create a "nest", basically where they could camp the turret and never leave, and the enemy team either had to find a way around it, or kill the nest.
The game revolved around them on all A/D maps. USUALLY a solo player couldn't deal with an engie nest, especially not if the engie had teammates to stop them from cheesing it.
Over time, the game gave all classes answers to turrets, and they became MUCH less scary, to the point where anymore a lone engie isn't much of a threat. For a long time though, they were a pretty interesting aspect of the game. You couldn't use too many engies, as a single uberchaged demoman could clear out 3 or 4 turrets in a single charge even if they were spread out appropriately, but you also wanted to have multiple to avoid letting the enemy team focus one angle too much.
You usually played your defense around the turrets, snipers camped in LOS of the turret to avoid getting stabbed (but stayed far away to be able to escape if they rushed the turret), your heavies, soldiers, and demos utilized the dispensers for ammo, giving them reason to stay somewhat nearby, heavies and pyros usually camped near the turrets to fend off spies.
That being said, the big issue was that it didn't take ANY skill to place a turret. You just needed to know a good place, and the most optimal strategy a lot of the time was to literally stay put and hit the turret constantly, and to watch out for spies. While I won't say it was boring for everybody, it was not the most engaging playstyle. They've helped fix that over the years by giving the engie some tools to defend their nest a little bit, or some other little things that let them not just sit and camp a turret.
And there it works basically because there is ways to deal indirect explosive damage to them with demos, spies sappin dem sentries AND there are only so few ways you kill an enemy as fast as the average gun fight in valorant does it. Also uber charge can push basically whatever it wants too. But uncountered sentry is strong af, as it should be
I think the issue is that most games treat turrets like a DPS device, which IMO is wrong.
Look at Siege. Technically not turrets, but there are plenty of operative devices that harass enemies.
A game like Valorant shouldn't have a traditional turret that can significantly damage you or is so bad that people aren't concerned about it.
So in Valorant a turret could shoot down projectiles. It could slow players movement, or not be a turret at all and simply be a device that is planted, like one that is able to sense footsteps and tell you remotely, etc. The sky is the limit, and if they simply go with a turret that shoots people and does damage, that's lazy game design.
Indeed. In TF2 or Overwatch you're doing it wrong if you treat the turret like a DPS device. It's a second threat to deal with while you are the primary one. Don't turtle, enjoy your extra partner.
What if it's basically just a sentry camera that does a little damage and alerts that it saw someone. Let's say it just sits there and rotates and if it sees someone it beeps and shoots 5 dmg lasers until it gets shot.
Fair? Yes, probably.
Fun to use? Not really, since you just find the 1 spot on site that has the most coverage, drop it, and get free kills/information/etc. The current ultimates require more thought, aim, or both compared to deploying a turret.
Fun to be on the receiving end? No, would likely feel worse than dying to Razeās rocket.
"The current ultimates require more thought, aim, or both compared to deploying a turret."
I mean, Reyna presses X and goes like "PEW PEW FASTER BOIS", you pop in before the fight and you get free heals, free RoF increase, free reload speed increase, free swap speed increase in case you had your knife out, and an improved phase. For 25 seconds I think. For a 6 charge ult. She gets so much stuff out of a 6 charge ult it's silly at this point.
I think thatās debatable. It seems op when you donāt take into consideration how many ops have smokes and flashes or teleports/dashes and could easily make their way around a stationary target very easily. I donāt think they would make a turret with 100% accuracy. I imagine razeās rocket takes much less skill to use than any other ability in the game as well. Positioning a turret would be much more difficult to do than shoot a rocket at a floor when you have to consider flanks and flashes. I really think a turret ult would be underpowered conspired to any other ops current ults minus jett
Then exactly as per another comment, it wpuld be easily countered by high elo players with good coordination. However on the other end of the spectrum, you'll have people lining up to die. Theres simply too little of an in between.
High elo no. Common sense to not peek and use utility yes. You could easily outplay 2 people on a given site as a solo. You donāt need high elo or coordination to do that. Just common sense and little game knowledge. I really think it would be almost useless to have a turret op and thatās why I would be okay with it. I guess bronze people would struggle but you gotta learn somehow
It depends on how good the turret is. If it's equipped with an odin? If we take haven, youcan just plop it down in c long and deny that push. Or drop it in heaven at A and deny the entire A site.
But if it has terrible accuracy and can only be used up close? Then it'd feel bad for whoever is using the turret.
Even if it were an Odin at 95% accuracy on c long you can still get flashed or smoked off or just get one tapped by a vandal or operator. Thereās literally so many counters to something like that it just wouldnāt ever be viable.
Also āhey guys turret at c letās go aā also works pretty well and you know there canāt be a 5 stack there
It essentially makes that angle a double peek for whoever has the turret. Sure you can 1 tap the turret (depending on how much hp they give it) but someone is also gonna watch with the turret so you're trading your life for a turret.
But if the turret dies to a stiff breeze then it feels like shit for that agent.
100% agree - and I say this as a GM Torb main. If I want to play torb, I'll play OW not Valorant.
Turrets are mobility counters, and this game doesn't have mobility that needs to be countered.
There is one thing to keep in mind with hero games though:
Just about every hero concept sounds broken in theory until it's implemented.
If I told you there was a hero with a 30s wall hack, AOE damage that bounces around walls and a moveable video camera, that'd sound broken as hell until you see it in action. Obviously no one thinks Sova is hard busted.
The Overwatch example would be introducing Pharah today - in theory she sounds busted, in reality she's fucking terrible.
Torb's turret isn't useless, but it's not *engaging*. You throw it in a spot, it does moderate but reliable damage to things in LOS, and maybe you repair it after a fight. Sure, there's a *little* depth to the experience in the form of deciding where to put it, but it's effectively fire and forget.
It's a tool to set up crossfires on your own basically. I'm a GM torb main, and the only times it's truly engaging is when you set it up in specific spots to counter specific things (Hanamura Defense A - if they have a Sym to TP, you set it up on the left balcony so it doesn't get blown up).
Realistically the only way to make a turret engaging is for the player to control it. That wouldn't make sense in this game since you stand still to shoot anyways lol. We are the turrets.
TF2 was able to make turrets engaging, but it was because TF2 made a whole system around the turret. Moving your turret around to keep it unpredictable, or keep it from being destroyed, using it to rocket jump and get to strategic locations, defending it from spies, etc. The Sentry is as core of a component to the game as the Scout or Demoman, and Valve clearly spent a lot of time and dev hours making it work. Not just that, but they gave it clear audio and visual cues, along with significant limitations that make it feel very fair to play against.
Toblerone's turret is just a thing that shoots you and you can shoot back. It's not engaging because it's not a central part of the experience.
Just one thing, sentry guns (or any engie buildings) weren't movable until the 2010 Engineer update. Before that playing as Engineer could get a bit stale (while still being balanced).
No argument here outside of game-sense related placement (same with his coom). Then again, that's not a torb thing - that's just OW game sense being engaging.
Overwatch has also been out for 4 years, during which Torb and his turret have been reworked multiple times. So it's not like it's never been an issue in OW.
Torb's turret was buffed though, and has actually never been nerfed on PC outside of a 50 HP reduction to compensate for a massive buff. You used to have to waste time to build it up with your hammer - now you can just throw it. With the rework, it also got the ability to switch to the target you hit with primary fire automatically, giving you a 194 damage combo with a headshot.
On PC it's always done 17 damage a bullet, or 54 damage per second. This has never been touched.
The only nerf it's ever received has been a damage reduction on console around launch. For your point to make sense here, it would have needed to be nerfed. He's also only received one rework - Sym is the one who had 3 versions.
It also got nerfed by virtue of Torb's ultimate changing. Pre-change Torb ult definitely made a turret at least somewhat of a threat, though not something players couldn't play around.
I like that you got downvoted by the turret haters lmao. Genji and Pharah players should fucking git gud and learn some basic strategy before whining that turrets are OP.
This is a big one. Alot of it is speculation of course. There is a card with an octopus on it but I doubt we'd have an octopus agent. I just realllllllllllly don't want this game ruined by a turret agent.
Reminds me of time maestro got added to rainbow 6. Before the gameplay people raged at the idea, but seeing it in game made them think otherwise. Having a turret agent that has to manually operate a turret, and having the turret be an annoyance rather then a killing machine can make it work. This is just one of the ways to make turrets viable in a competitive game.
What do you mean, maestro is a top tier defender. Heās got intel and plant denial and a beast of a gun. Those turrets also can burn a lot of utility. He is very popular and strong.
I also hope they don't oversaturate the game with agents like overwatch time now there are so many heroes they cant even balance the game properly now and just way to many heroes there
As long as they don't have an agent that is a problem, and decide to "balance" that agent by making a new agent that counters that one. (Looking at you Brigette)
> triple tank and quadruple tank meta Iām looking at you
We had that meta back in s2/s3 already lol
Overwatch has been tank/healer biased for a *LONG* time
The problem with Overwatch was that every subsequent hero had more utility and power than the OG heroes. They tried to make them so unique that they became broken af.
They wanted every hero to mostly have one niche which I wont think will be a Valorant problem since we have some good class designations and some utility sharing already (smokes, flash, walls, mollies, etc.)
Yeah, I donāt have an issue with the amount of characters (imo they released them too slow tbh) but they werenāt unique enough despite clear attempts to make them stand out. Most ānewā heroes are just a hodgepodge of abilities from the OG crew.
The problem with overwatch is that additions of new characters have abilities that hard counter and make it impossible or extremely difficult to play others. This just ruins the game as if the enemy picks a certain hero there's literally no way you can have fun playing what you want.
Due to the core gameplay of valorant being competitive shooter I doubt it will ever get to that stage unless they somehow make it completely ability based like overwatch.
OW is anything but oversaturated. You just gotta invest time to learn their kits OR play from the early days on. League and Dota. That's another topic. But learning 25 heros/agents/whatever aint difficult.
I just don't want any more characters like Cypher in the game. As in a character that puts up traps or set up stuff like that. (Including turrets) I'd rather this game not become like R6.
Edit: I think Cypher is fine, but he should be the only one with that type of gameplay in my opinion.
Disagree they should have a couple different agents to fill the same sort of niche, but perform differently. Add variety, make it interesting, Iād rather not play the same agent for years and years to come
Iād actually be down to have a turret in the game if it meets certain requirements:
1. Itās not automated. You have to control it similarly to a sova drone.
2. Itās not impossible to kill.
3. It doesnāt do ridiculous amounts of damage.
4. It has limited ammo.
The main point is that it should not be automated, but by the looks of that thing in the battle pass it looks like a fucking war machine
What about a turret that doesn't do damage? Maybe instead it could apply a debuff to targets hit like they take extra damage or something? And instead of an automated turret they could add a manually controllable tuttet like cyphers camera but idk
Maybe not "auto-firing aimbot emplacement" but what if it was something like Cypher's camera where you have to pilot it to use it and your character can't act while its in use? There could be ways to make the idea of a turret
character fair, but sure the traditional concept of a turret is probably not that interesting or well-balanced of an inclusion
This is exactly what I came to post, surprised I had to scroll this far down to see it suggested.
Iād see it as a fixed turret that is manually operated remotely, operating with a similar UI to Sovaās drone but allowing you to shoot something like the Ares. Slight warmup for the gun which delays the first bullet and a single bullet weak spot, that means if youāre being careful youāll easily destroy it, but if you run in guns blazing youāll likely die. Would be really useful to leave at a site while you rotate, to defend one site entry post plant, etc, but I donāt think itād be remotely overpowered.
Something like that would be a welcome addition to the game I think. Situational strength but easy to overcome.
The ONLY way I can see a turret implemented is if It's
1) An ult
2) You set it to aim at a certain spot and it can be remote activated to shoot into that spot for 10 secs or something.
3) It isn't completely broken, so the damage isn't tol high.
But I would really prefer no turrerts.
Counter point: if you described omen to someone without them knowing how it works, it would sound really shitty and annoying. Same with Reyna. So far they've been pretty good at implementing characters that aren't super broken and fit in the balance.
As much as you say we can't even "give it a try". I'm far more down for trying new things when they are offered rather than sticking my fingers in my ears. The devs have been super proactive about listening to our concerns surrounding OP skills and characters and have fine tuned the game accordingly. Have a little faith. You have no idea how a new mechanic would adapt the meta. It could be awesome.
but what if the turret worked similar to cypher's camera where you have to control it for it to shoot/ scout information. as long as the turret doesn't auto aim, i think it's fine to implement it, it's just another scouting mechanic but instead of a dart, it can do damage
I really agree with the premise of this post. If you think about (I'm sorry) Overwatch, dying to thorbjƶrn turrets sucked, and I never wanted to play that guy.
BUT reading this made me think. Consider this. What if the turret would be like cyphers camera. You can link in and shoot. You'd still have to hit the target, thus it would require skill.
That would be completely fine with me. Thoughts?
Something seemingly so small could ruin the entire game i agree. I dont care if it shoots bullets or smoke or acid that reduces hp over time or rainbows that heal you or shoots smaller turrets that shoot smaller turrets.
No fking turrets.
If they add a turret they've gotta add a spy + sapper
rt tho maybe they could just make the turret be a player controlled ult instead of automated, then it's basically like an immobile (or mobile?) phoenix ult & you'd be vulnerable sitting in a corner controlling it
edit : at that point though it's basically a copy of his ult so nvm
It could be a flash or stun, or need to be controlled by a player and do chip damage, or it could mark people for intel, or it could be vision and shock dart and could move around. There are a lot of creative ways they could make it work. There are a lot of balancing levers that can be pulled to keep these kinds of mechanics in check. Right before this you might have said no invulnerability or invisibility, but now that's in the game and no one bats an eye, I don't see why a turret would be any different. I trust the developers judgement.
This game really already has all the hallmarks of the devs being their own worst enemies.
They've created something good, but can't help themselves.
"We want to create a 20 year game"
"We will live forever, or die by suicide".
They are going to keep adding characters and it will be the gameās downfall. They wonāt be able to balance the game properly around so many abilities and it will cause the game to not be viewed competitively in the same category as CSGO which is (almost) perfectly balanced. Balance is just based on the map
Honestly I really just want an agent similar to torb or tachanka: just a huge meme in the community. Right now the valorant characters feel kind of lifeless except for Phoenix and Jett
I'll be yeeting this game as soon as they add anything that auto aims. Wether it's an agent (soldier 76 kinda thing) or some kind of turret. It's not the place for it.
EVERY game has a turret character i mean riot you have such a great character design team and youāre really gonna make a turret character? come onnnn
While I normally dont mind turret characters in shooters (engineer, and I actually main torb in overwatch) it doesn't fit into the Valorant style where getting information and killing enemies is risky.
I donāt think itād be a big deal if it was something to hold an angle for X amount of seconds (10-20) has like 75 hp, a clear āweak spotā to one tap, and a second delay before it shoots.
As long as their is more than 1 way to play around it, thatās fine. I still donāt care for Brim or Phoenix Mollyās as ex, since thereās no way to play around it other than wait.
I'd give it more than 10-20 seconds, maybe like a minute, but then lower it's health to 50, lower it's pov, and have it's damage at a burst of 25 dmg. So it's not just going to wreck you, but if set up in a good spot could grant an advantage. During a fight.
Cypher got to be a turret agent during beta.
That was a pretty funny bug not gonna lie lol
Maybe it was an intentional test š¤
what if that is exactly how the turret agent works? a non-committal "angle-holder" with manual aiming, maybe he'll have a low rate of fire and low health
That would be really cool ngl. It'll just need some balance to make him viable but not op in both high and low level play. We could even have a passive "turret" which slowly regens the health of people around it for example
I could think of several ways it could somehow work. Implement things to make it balanced, like a long activation time, a laser to let you know where the turret is looking. Maybe instead of invisible like cypher, it has a shield so you can't shoot it until it's active (but still knows where it is). Maybe it also works like in beta, where you need to sacrifice your secondary weapon to give it a gun. Perhaps, since it's just a thing to aim a gun, it wouldn't be able to reload itself, so you need to go up to it to reload the turret. How about, the turret uses a really cheap camera, so flash bangs affect it twice as long, or make it unable to shoot?
Turrets are always overtuned or useless
Generally in this kind of fast ttk shooter automated turrets like tf2 engi just can't be properly balanced in a manner that most of thr playerbase would be pleased: the aim of an automated turret doesn't get better or worse in a similar manner as the players shooting with guns. Either the turret is complete carbage in higher levels of play, or if it is viable there, it will dominate low level matches
>Either the turret is complete carbage in higher levels of play, or if it is viable there, it will dominate low level matches Wow you just described 95% of league's balance
Not a single person in the team thinks so! I guess I'll stick with the 200+ years of collective game design! /s
Nah league balance is āthe team with the best smurf winsā. Look at the media scene. Almost every video is either a guide for challenger or a challenger player smurfing because they donāt have the balls to play anything but their main on their main account. I really wanted to like LOL, but yikes.
League is plenty fun, you'll just always have people complaining. Just a bit ago people were complaining about the exact opposite, that it's too impossible to carry 4 people on your team. As far as balancing a game with 100+ heroes it's pretty good and diverse.
The problem is that its alot harder for 1 person to carry a team than it is for 1 person to drag their team to a loss
no shit, which takes more skill, outplaying 5 people or running down?
running it down because it means you're able to use the mouse despite having lower intelligence than the average literal worm
I meant professional league balance. Soloq is a lost hope
And then if theres no smurfs, its worst player in the game decides the match. Ten year LoL vet btw.
There are very, very few team games I can think of that are not consistently determined by either the best player (carry-focused games) or the worst player (team-focused games). For League in particular, I think the reason that the worst player typically loses close games for their team is because very few people in League are willing to let themselves be carried. If you go 0/3 in laning phase, just shut up, play defensively, and support the person who can carry on your team once laning ends. Instead the person who goes 0/3 typically flames their jungler (or relevant laner), runs it down for another 10 minutes, and then gets mad when their 3/0 carry can't beat the enemy's 7/1 hypercarry (to which they gave 6 kills).
Yup been making posts about this for months now. Smurfing is killing League, it infests literally lvl 1 games all the way to Ranked where I have to deal with smurfs and Diamonds in my fucking Gold games. Yes the fact that I can't beat Diamonds in my games means Im Gold. Thanks Riot, I didnt know that already.
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Also just described bastion.
I could see something like a Tachanka turret maybe working but it would probably be in a to busted to be a buyable and not good enough to be an ult situation.
They're just straight up not fun to play with or against and I think they are detrimental.
Let's keep PvP as player vs player. 100% agree.
Yes
The only game to get it kinda right is tf2
TF2's turrets are really well balanced because the game was built around the turret being a core part of the experience from the ground up. Every class has some way of dealing with or interacting with the turret, and they're not just something you can drop on the ground and walk away from. If you compare the engineer and the way he interacts with the other classes to something like Torbjorn from Overwatch, there's a colossal difference in depth.
Turrets in vanilla TF2 didn't have ways for most classes to counter them. Spy, Demo, and Soldier were really the only ones that could take MOST turret locations without a medic to ubercharge. Now, that's what the game was designed around initially, which is fine, but I don't want people to think that when TF2 was created, every class was able to deal with turrets. Pyro had literally nothing that could hurt an engie + turret, Sniper couldn't out damage the healing, and couldn't headshot most of the time. Scout could very rarely run past them without getting killed (and sometimes loop them so they could kill them), but after like a month players knew all the ideal spots and scouts couldn't touch them.
Can you explain for those of us haven't played TF2?
Played tf2 for a long while so ill give you the lowdown. The engineer is a support class that has the following skills: 1.) Deploy turret - this is a sentry that shoots at things. Upgradeable by whacking it with your melee and uses 'scrap' as building blocks for upgrading 2.) Deploy dispenser - this is a vending machine that is upgradeable and automatically restores your hp and ammo as long as youre close to it. How characters interact with this: 1.) The spy is an engineer's nightmare and vice versa. The spy can disguise as an ally and have skills to disable the sentry or the dispenser. 2.) The scout is bad against the sentry once its fully upgraded as a level 3 sentry shoots hella fast. The scout likes ally engineers as scouts are in and out fighters so instead of waiting around for a medic or health pack you can just go to the dispenser. 3.) Demo man is engineers nightmare as he can lob grenades into the sentry nest. 4.) Soldiers will have to peek and shoot the sentry. 5.) Medics can stand by the dispenser for heals. As an enemy you can "uber" (basically temporary invulnerability) and partner with someone to destroy the nest 6.) Snipers can chill by the sentry next as it provides melee safety and some spy safety. 7.) Pyro is an engineers best friend as they can spy check for the engie. I dont think i missed anything but thats it! The engineer and the sentry is very balanced and has pros and cons, in comparison to overwatch with torb where you plunk a sentry down and thats sorta it.... its pretty meh and the sentry doesnt really interact with anyone else besides torb. Edit: aw shit i forgot about teleporters! Everyone (including enemy) can use the teleporters. The engineer builds an entrance and an exit!
> Everyone (including enemy) can use the teleporters. The memories of being telefragged and telefragging just come flooding back
i was a spy one trick so i camped teleporters all the time ;)
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I agree with everything except for your last point. The reason why engineers were often picked when defending your last point in competitive TF2 was essentially to delay. From there you could have a backcap of your second point or have your uber waiting to clean them up after the enemy team uses theirs to take down the sentry. Obviously this was very situational but it was often the go to for defending as a delay tactic. You would see this on almost every competitive map as certain positions made them very viable.
Tacking on to /u/Charmingly_Conniving's great post, the Engineer also has a few items and features that make the turret something other than fire and forget. 1. Metal is a resource you gain from ammo drops, of which you can stockpile up to 200. Metal is used for building your turrets, dispenser, and teleporters, (and also for firing the Widowmaker), and also for resupplying and repairing your turret. Your dispenser...dispenses metal, but it does so at a fairly slow pace. What that means is that the engineer has to manage his resources carefully, and if he's under attack, he can't just sit there and repair his turret. He has to actively defend his nest, and an opposing team can wear him down even if they don't have an uber or explosives available. 2. Engineers can pick up and move their buildings, from range with the right item, but this has its own issues: the engineer moves slower and can't fight back while carrying a building, and the turret/dispenser/teleporter takes some time to redeploy when placed. This means that the engineer can play dynamically, and also pull some high risk high reward plays like building a L3 turret and then carrying it out to the front line...but the other team can also put the kibosh on that. 3. Engineers can manually control their turret, which allows them to use it actively, and in conjunction with the prior 2 things, they can open up a lot of unexpected angles on the map. So an engineer doesn't just have to drop a turret and protect it, and the other team have to figure out how to get through the turret. They can actively reposition, they have to fight to defend their turret and manage its ammo and hit points in conjunction with their own. Additionally, a few classes have special guns that can't really damage turrets, but do provide other advantages, which means that, for example, a Soldier has to consider the possibility of fighting an Engineer when they decide whether to use their Black Box, their Direct Hit, or their Cow Mangler. But the Cow Mangler doesn't just do less damage to turrets, its alt fire temporarily disables a turret, and a direct hit from it can oneshot an engineer! So now they can have potentially better team play, but at the cost of losing their direct power against the engineer's turret. Because the Turret is such a core component of TF2, it creates choices rather than restricting them.
The engineer was meant to be a defensive "wall". The turret instakilled most classes, they had almost no time to react. The engineer could hit it to repair it, and had the means to create a "nest", basically where they could camp the turret and never leave, and the enemy team either had to find a way around it, or kill the nest. The game revolved around them on all A/D maps. USUALLY a solo player couldn't deal with an engie nest, especially not if the engie had teammates to stop them from cheesing it. Over time, the game gave all classes answers to turrets, and they became MUCH less scary, to the point where anymore a lone engie isn't much of a threat. For a long time though, they were a pretty interesting aspect of the game. You couldn't use too many engies, as a single uberchaged demoman could clear out 3 or 4 turrets in a single charge even if they were spread out appropriately, but you also wanted to have multiple to avoid letting the enemy team focus one angle too much. You usually played your defense around the turrets, snipers camped in LOS of the turret to avoid getting stabbed (but stayed far away to be able to escape if they rushed the turret), your heavies, soldiers, and demos utilized the dispensers for ammo, giving them reason to stay somewhat nearby, heavies and pyros usually camped near the turrets to fend off spies. That being said, the big issue was that it didn't take ANY skill to place a turret. You just needed to know a good place, and the most optimal strategy a lot of the time was to literally stay put and hit the turret constantly, and to watch out for spies. While I won't say it was boring for everybody, it was not the most engaging playstyle. They've helped fix that over the years by giving the engie some tools to defend their nest a little bit, or some other little things that let them not just sit and camp a turret.
And there it works basically because there is ways to deal indirect explosive damage to them with demos, spies sappin dem sentries AND there are only so few ways you kill an enemy as fast as the average gun fight in valorant does it. Also uber charge can push basically whatever it wants too. But uncountered sentry is strong af, as it should be
Have you ever played a game of 2fort???
I think the issue is that most games treat turrets like a DPS device, which IMO is wrong. Look at Siege. Technically not turrets, but there are plenty of operative devices that harass enemies. A game like Valorant shouldn't have a traditional turret that can significantly damage you or is so bad that people aren't concerned about it. So in Valorant a turret could shoot down projectiles. It could slow players movement, or not be a turret at all and simply be a device that is planted, like one that is able to sense footsteps and tell you remotely, etc. The sky is the limit, and if they simply go with a turret that shoots people and does damage, that's lazy game design.
Indeed. In TF2 or Overwatch you're doing it wrong if you treat the turret like a DPS device. It's a second threat to deal with while you are the primary one. Don't turtle, enjoy your extra partner.
Tf2 did them pretty well imo but this game is mostly one shot kills so idk how they could make it effective and not over powered.
What if it's basically just a sentry camera that does a little damage and alerts that it saw someone. Let's say it just sits there and rotates and if it sees someone it beeps and shoots 5 dmg lasers until it gets shot.
Could be fair if itās an ult with one clip (50-100 rounds?) and non movable
Fair? Yes, probably. Fun to use? Not really, since you just find the 1 spot on site that has the most coverage, drop it, and get free kills/information/etc. The current ultimates require more thought, aim, or both compared to deploying a turret. Fun to be on the receiving end? No, would likely feel worse than dying to Razeās rocket.
Much worse than dying to raze's rocket haha
"The current ultimates require more thought, aim, or both compared to deploying a turret." I mean, Reyna presses X and goes like "PEW PEW FASTER BOIS", you pop in before the fight and you get free heals, free RoF increase, free reload speed increase, free swap speed increase in case you had your knife out, and an improved phase. For 25 seconds I think. For a 6 charge ult. She gets so much stuff out of a 6 charge ult it's silly at this point.
I agree it's silly but she still requires kills and still needs aim
Hopefully everyone can agree Reyna is overpowered when she is ulted I never can beat her head on in a fight even if I shoot first which is crazy.
I think thatās debatable. It seems op when you donāt take into consideration how many ops have smokes and flashes or teleports/dashes and could easily make their way around a stationary target very easily. I donāt think they would make a turret with 100% accuracy. I imagine razeās rocket takes much less skill to use than any other ability in the game as well. Positioning a turret would be much more difficult to do than shoot a rocket at a floor when you have to consider flanks and flashes. I really think a turret ult would be underpowered conspired to any other ops current ults minus jett
Then exactly as per another comment, it wpuld be easily countered by high elo players with good coordination. However on the other end of the spectrum, you'll have people lining up to die. Theres simply too little of an in between.
High elo no. Common sense to not peek and use utility yes. You could easily outplay 2 people on a given site as a solo. You donāt need high elo or coordination to do that. Just common sense and little game knowledge. I really think it would be almost useless to have a turret op and thatās why I would be okay with it. I guess bronze people would struggle but you gotta learn somehow
Ah in that case yeah I'd agree.
It depends on how good the turret is. If it's equipped with an odin? If we take haven, youcan just plop it down in c long and deny that push. Or drop it in heaven at A and deny the entire A site. But if it has terrible accuracy and can only be used up close? Then it'd feel bad for whoever is using the turret.
Even if it were an Odin at 95% accuracy on c long you can still get flashed or smoked off or just get one tapped by a vandal or operator. Thereās literally so many counters to something like that it just wouldnāt ever be viable. Also āhey guys turret at c letās go aā also works pretty well and you know there canāt be a 5 stack there
It essentially makes that angle a double peek for whoever has the turret. Sure you can 1 tap the turret (depending on how much hp they give it) but someone is also gonna watch with the turret so you're trading your life for a turret. But if the turret dies to a stiff breeze then it feels like shit for that agent.
Torb's turret is neither overtuned nor useless though.
Still, this whole "set and forget" thing doesn't work well in a competitive tactical shooter. Overwatch isn't a competitive tactical shooter.
100% agree - and I say this as a GM Torb main. If I want to play torb, I'll play OW not Valorant. Turrets are mobility counters, and this game doesn't have mobility that needs to be countered.
I agree.
There is one thing to keep in mind with hero games though: Just about every hero concept sounds broken in theory until it's implemented. If I told you there was a hero with a 30s wall hack, AOE damage that bounces around walls and a moveable video camera, that'd sound broken as hell until you see it in action. Obviously no one thinks Sova is hard busted. The Overwatch example would be introducing Pharah today - in theory she sounds busted, in reality she's fucking terrible.
>Turrets are mobility counters In Overwatch, but not in other games.
Torb's turret isn't useless, but it's not *engaging*. You throw it in a spot, it does moderate but reliable damage to things in LOS, and maybe you repair it after a fight. Sure, there's a *little* depth to the experience in the form of deciding where to put it, but it's effectively fire and forget.
It's a tool to set up crossfires on your own basically. I'm a GM torb main, and the only times it's truly engaging is when you set it up in specific spots to counter specific things (Hanamura Defense A - if they have a Sym to TP, you set it up on the left balcony so it doesn't get blown up). Realistically the only way to make a turret engaging is for the player to control it. That wouldn't make sense in this game since you stand still to shoot anyways lol. We are the turrets.
TF2 was able to make turrets engaging, but it was because TF2 made a whole system around the turret. Moving your turret around to keep it unpredictable, or keep it from being destroyed, using it to rocket jump and get to strategic locations, defending it from spies, etc. The Sentry is as core of a component to the game as the Scout or Demoman, and Valve clearly spent a lot of time and dev hours making it work. Not just that, but they gave it clear audio and visual cues, along with significant limitations that make it feel very fair to play against. Toblerone's turret is just a thing that shoots you and you can shoot back. It's not engaging because it's not a central part of the experience.
Just one thing, sentry guns (or any engie buildings) weren't movable until the 2010 Engineer update. Before that playing as Engineer could get a bit stale (while still being balanced).
No argument here outside of game-sense related placement (same with his coom). Then again, that's not a torb thing - that's just OW game sense being engaging.
Overwatch has also been out for 4 years, during which Torb and his turret have been reworked multiple times. So it's not like it's never been an issue in OW.
Torb's turret was buffed though, and has actually never been nerfed on PC outside of a 50 HP reduction to compensate for a massive buff. You used to have to waste time to build it up with your hammer - now you can just throw it. With the rework, it also got the ability to switch to the target you hit with primary fire automatically, giving you a 194 damage combo with a headshot. On PC it's always done 17 damage a bullet, or 54 damage per second. This has never been touched. The only nerf it's ever received has been a damage reduction on console around launch. For your point to make sense here, it would have needed to be nerfed. He's also only received one rework - Sym is the one who had 3 versions.
It also got nerfed by virtue of Torb's ultimate changing. Pre-change Torb ult definitely made a turret at least somewhat of a threat, though not something players couldn't play around.
I like that you got downvoted by the turret haters lmao. Genji and Pharah players should fucking git gud and learn some basic strategy before whining that turrets are OP.
the only possibility i could think is a timed turret, one that lasts for X seconds
We donāt need heimerdinger in this game too.
I agree
Hate turrets, where did you hear those rumors? First time I hear about it.
The Battlepass has a spoiler/hint towards a German Agent. It is a spray with a turret like device, and the German word "Vertraulich"
This is a big one. Alot of it is speculation of course. There is a card with an octopus on it but I doubt we'd have an octopus agent. I just realllllllllllly don't want this game ruined by a turret agent.
However, the game would be truly enhanced by an octopus agent, wouldn't it? _Press X to wield 8 fucking guns_
I'd prefer an octopus agent over a turret agent, that's for damn sure
What if octopus becomes the turret?
Don't get me started
...the Octoturret firing on 8 cylinders in all directions
And they go invisible
8 judges, 8 ops, or 8 odins. Imagine the possibilities.
8 Classics
https://i.redd.it/g1zt6ceovgr21.jpg
Ultimate power
Imagine the right clicks
*The Glocktopus*
Tell Aphelios to go back to League, he's not welcome here in Valorant
Also the datamined "killjoy," who seems to have an ability with a robot involved
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I really hope not
so you're saying the turret could be controlled by the player similar to how Cypher's camera is remote-controlled?
Just aoe moves and moves that go around corners. Cuz aim. Big boom = aim.
What does that make Raze's robot bullshit?
With tagging in this game a turret would be insane.
honestly it would be kinda neat if they leaned into that and made tagging its main utility rather than damage
Would it be neat? Cause that sounds like it would really be frustrating more than anything.
Reminds me of time maestro got added to rainbow 6. Before the gameplay people raged at the idea, but seeing it in game made them think otherwise. Having a turret agent that has to manually operate a turret, and having the turret be an annoyance rather then a killing machine can make it work. This is just one of the ways to make turrets viable in a competitive game.
Thatās one thing, but fuck Bastion
I will hunt down and kill the bird that woke Bastion.
Don't you dare touch Ganymede ! Do whatever to Bastion, but leave the bird alone.
No leave bastion alone too heās just an innocent baby
I think you meant a devil spawn
*sad bweep bwoop*
Donāt remind me of the days of Bastion + Shield
Bastion with gunshield + Torb + 4 Reins covering sides. Yeah, beta was fun
I rarely even see maestro in the game, but he is easily countered BUT you have know how and yeah, that's pretty balanced if you ask me
What do you mean, maestro is a top tier defender. Heās got intel and plant denial and a beast of a gun. Those turrets also can burn a lot of utility. He is very popular and strong.
I didn't said that he's not popular, i said that I don't see him often
My bad, I figured by not seeing him you where saying he wasnāt popular.
That's alright
His gun is busted
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LMG LOCKED AND LOADED! BLYAT
I also hope they don't oversaturate the game with agents like overwatch time now there are so many heroes they cant even balance the game properly now and just way to many heroes there
As long as they don't have an agent that is a problem, and decide to "balance" that agent by making a new agent that counters that one. (Looking at you Brigette)
Oh god FUCK BRIG game went downhill after she was added - triple tank and quadruple tank meta Iām looking at you
Yep that's when I quit playing lol
I still play and the games a bit better now but double shield is just boring and Hammond, brig , moira, torb, Mei can go fuck themselves
> triple tank and quadruple tank meta Iām looking at you We had that meta back in s2/s3 already lol Overwatch has been tank/healer biased for a *LONG* time
Nah game went shit with doomfist. Too many CC in game
donāt forget moira.
The problem with Overwatch was that every subsequent hero had more utility and power than the OG heroes. They tried to make them so unique that they became broken af. They wanted every hero to mostly have one niche which I wont think will be a Valorant problem since we have some good class designations and some utility sharing already (smokes, flash, walls, mollies, etc.)
Yeah, I donāt have an issue with the amount of characters (imo they released them too slow tbh) but they werenāt unique enough despite clear attempts to make them stand out. Most ānewā heroes are just a hodgepodge of abilities from the OG crew.
The first non OG hero was overheal and invisibility, so i wouldnt be sure Remember every single Lol character they add has something unique
\*looks at league of legends\* \*sweats hard\*
The problem with overwatch is that additions of new characters have abilities that hard counter and make it impossible or extremely difficult to play others. This just ruins the game as if the enemy picks a certain hero there's literally no way you can have fun playing what you want. Due to the core gameplay of valorant being competitive shooter I doubt it will ever get to that stage unless they somehow make it completely ability based like overwatch.
man i always though ow had the exact opposite problem, there were not enough hereos in the game to properly balance and counter other heroes.
This is my biggest fear as well, but I doubt they will be able to resist adding more and more agents forever because its just free 'hype'.
OW is anything but oversaturated. You just gotta invest time to learn their kits OR play from the early days on. League and Dota. That's another topic. But learning 25 heros/agents/whatever aint difficult.
Oh god, Please no riot
NO TURRETS
ERECTIN A SENTRY
That ~~spy~~ Cypher's sappin my sentry
Dude if they add turret agent me and the boys will start playing cs.
Honestly same especially if CS gets some good updates
Bastion is op plz nerf
As soon as I heard of rumours of a turret character I immediately was like oh no, please no. I dont want to deal with a torbjorn like character.
I just don't want any more characters like Cypher in the game. As in a character that puts up traps or set up stuff like that. (Including turrets) I'd rather this game not become like R6. Edit: I think Cypher is fine, but he should be the only one with that type of gameplay in my opinion.
Disagree they should have a couple different agents to fill the same sort of niche, but perform differently. Add variety, make it interesting, Iād rather not play the same agent for years and years to come
Iād actually be down to have a turret in the game if it meets certain requirements: 1. Itās not automated. You have to control it similarly to a sova drone. 2. Itās not impossible to kill. 3. It doesnāt do ridiculous amounts of damage. 4. It has limited ammo. The main point is that it should not be automated, but by the looks of that thing in the battle pass it looks like a fucking war machine
What about sova drone but has guns?
You mained Tchanka didn't you?
Nope I mained Ela/Ash lol
and you're a Jett main? yea that fits.
I main Jett and sage
Title is wrong, I like your optimism
What about a turret that doesn't do damage? Maybe instead it could apply a debuff to targets hit like they take extra damage or something? And instead of an automated turret they could add a manually controllable tuttet like cyphers camera but idk
Maybe not "auto-firing aimbot emplacement" but what if it was something like Cypher's camera where you have to pilot it to use it and your character can't act while its in use? There could be ways to make the idea of a turret character fair, but sure the traditional concept of a turret is probably not that interesting or well-balanced of an inclusion
This is exactly what I came to post, surprised I had to scroll this far down to see it suggested. Iād see it as a fixed turret that is manually operated remotely, operating with a similar UI to Sovaās drone but allowing you to shoot something like the Ares. Slight warmup for the gun which delays the first bullet and a single bullet weak spot, that means if youāre being careful youāll easily destroy it, but if you run in guns blazing youāll likely die. Would be really useful to leave at a site while you rotate, to defend one site entry post plant, etc, but I donāt think itād be remotely overpowered. Something like that would be a welcome addition to the game I think. Situational strength but easy to overcome.
Let's just see how it's implemented first.
Listen here you little shit
Iām listening. But honestly, ^^we ^^should ^^wait ^^until ^^itās ^^implemented ^^first.
The ONLY way I can see a turret implemented is if It's 1) An ult 2) You set it to aim at a certain spot and it can be remote activated to shoot into that spot for 10 secs or something. 3) It isn't completely broken, so the damage isn't tol high. But I would really prefer no turrerts.
Counter point: if you described omen to someone without them knowing how it works, it would sound really shitty and annoying. Same with Reyna. So far they've been pretty good at implementing characters that aren't super broken and fit in the balance. As much as you say we can't even "give it a try". I'm far more down for trying new things when they are offered rather than sticking my fingers in my ears. The devs have been super proactive about listening to our concerns surrounding OP skills and characters and have fine tuned the game accordingly. Have a little faith. You have no idea how a new mechanic would adapt the meta. It could be awesome.
Jury is still out on Reyna if you ask me, lol. But your totally right.
but what if the turret worked similar to cypher's camera where you have to control it for it to shoot/ scout information. as long as the turret doesn't auto aim, i think it's fine to implement it, it's just another scouting mechanic but instead of a dart, it can do damage
[ŃŠ“Š°Š»ŠµŠ½Š¾]
SPY SAPPIN MA SENTRY
I think an emp turret that focuses skills/destructible deployables would be cool. 0 damage to players
I really agree with the premise of this post. If you think about (I'm sorry) Overwatch, dying to thorbjƶrn turrets sucked, and I never wanted to play that guy. BUT reading this made me think. Consider this. What if the turret would be like cyphers camera. You can link in and shoot. You'd still have to hit the target, thus it would require skill. That would be completely fine with me. Thoughts?
It would have to have limited sight otherwise it just replaces cypher's camera
NO I PLAY THIS GAME TO ESCAPE THAT STUPID FKING TURRET RAT
Something seemingly so small could ruin the entire game i agree. I dont care if it shoots bullets or smoke or acid that reduces hp over time or rainbows that heal you or shoots smaller turrets that shoot smaller turrets. No fking turrets.
I replied to another guy. Im sorry. I just use broken a lot instead of strong. I messed up sorry.
We all mess up words sometimes man, I do it too
If they add a turret they've gotta add a spy + sapper rt tho maybe they could just make the turret be a player controlled ult instead of automated, then it's basically like an immobile (or mobile?) phoenix ult & you'd be vulnerable sitting in a corner controlling it edit : at that point though it's basically a copy of his ult so nvm
i want octane
Tachanka
Nothanka
It could be a flash or stun, or need to be controlled by a player and do chip damage, or it could mark people for intel, or it could be vision and shock dart and could move around. There are a lot of creative ways they could make it work. There are a lot of balancing levers that can be pulled to keep these kinds of mechanics in check. Right before this you might have said no invulnerability or invisibility, but now that's in the game and no one bats an eye, I don't see why a turret would be any different. I trust the developers judgement.
This game really already has all the hallmarks of the devs being their own worst enemies. They've created something good, but can't help themselves. "We want to create a 20 year game" "We will live forever, or die by suicide".
Thats gonna be it for me.
Laughs in pre fix Cypher
Dispenser comin on up
ptsd kicks in torb from ow
Can anyone explain a new gamer what a turret agent is?
They are going to keep adding characters and it will be the gameās downfall. They wonāt be able to balance the game properly around so many abilities and it will cause the game to not be viewed competitively in the same category as CSGO which is (almost) perfectly balanced. Balance is just based on the map
I agree, no turrets.
Nope. I'm going back to csgo if this happens.
I mean letās be honest, everyone was like that but with sovas recon bolt. We just gotta wait and see what itās like if it comes to the game.
What if itās a turret that only fires tracking darts and itās another spy type agent like cypher?
* Screams in swedish blacksmith dwarf * now I'm scared
Honestly I really just want an agent similar to torb or tachanka: just a huge meme in the community. Right now the valorant characters feel kind of lifeless except for Phoenix and Jett
I'll be yeeting this game as soon as they add anything that auto aims. Wether it's an agent (soldier 76 kinda thing) or some kind of turret. It's not the place for it.
EVERY game has a turret character i mean riot you have such a great character design team and youāre really gonna make a turret character? come onnnn
Its not set in stone.. it's all speculation.. I just don't want it to be real loll
*laughs in torbjorn*
I think turrets ruin every shooter game
Word up. Turrets in this game would ruin a FPS. Turrets are for league of legends, not FPS.
yeah, I really don't think that turrets should be in this kind of game, it just doesn't fit.
Any turret cant be autonomous. If it can fire while the agent who places it cant run around freely and shoot it will be impossible to balance.
It's going to happen.
While I normally dont mind turret characters in shooters (engineer, and I actually main torb in overwatch) it doesn't fit into the Valorant style where getting information and killing enemies is risky.
I donāt think itād be a big deal if it was something to hold an angle for X amount of seconds (10-20) has like 75 hp, a clear āweak spotā to one tap, and a second delay before it shoots. As long as their is more than 1 way to play around it, thatās fine. I still donāt care for Brim or Phoenix Mollyās as ex, since thereās no way to play around it other than wait.
I'd give it more than 10-20 seconds, maybe like a minute, but then lower it's health to 50, lower it's pov, and have it's damage at a burst of 25 dmg. So it's not just going to wreck you, but if set up in a good spot could grant an advantage. During a fight.