Well, tired to see people shot at point blank in apt and evade or nullify turretfire/specials.
A turret is something I consider only evadeable by the best of the best.
Therefore, fix AR of turrets to 3k, not caring bout any skill of the user.
Rework all specials to nullify the special blockers, which imho should only work with portable weaponry.
This means:
- divide fling dmg by 2, but double the hits to compensate (maybe 100% proc on fling)
- divide burst dmg by 4, but raise the number of hits by 4 (can be done with procs as well)
- divide full auto dmg by 6, but raise the number of full auto hits by 6
Means that with one full auto, the target only has 1 spec blocker left if he uses the highest spec blocker which blocks 7 special attacks if I'm not mistaken.
The fixed and high AR will prevent people not supposed to evade turret fire (aka non-evade profs) to avoid getting hit, the splitted specials prevent abuse of special blockers to cap harmlessly a point when in front of a turret.
Turrets force a person to stay immobile at a point, prevents the use of the toolset of the prof of that player as well. This is a high enough trade-off to ask for such improvements imho. Besides, a mech easily eats through the apts anyways.
Ow, maybe add some effect like critical hits on turrets. Usually the dmg is capped when hitting a target, but make a critical hit break the cap of the point. Like the blast of the deflagration throwing the person away, and breaking the cap.
Would give a whole new meaning to BS at least.
/discuss