Commander843
New member
This is an idea I've had for a while on how to make Mcginnis's turrets more fun to play with, feel more rewarding, while being easier to deal with at low ranks, and more competitive at high ranks.
I have also taken into account how time-consuming a rework is for the devs, and have made this as easy as possible to implement, hopefully down to simply adding some math to return values if the game's code is anything like I'd imagine.
I love you guys at valve, and hope this suggestion can see some light in a future update
-------------------------------:Turret Rework:-------------------------------
Survivability:
- Turrets % HP starts low, something like 15%, but scales with the Vitality stat, up to 30-40% at max cap (100%) (Or, up to 25-30%, but caps at 80-85% Vitality)
- To add to this, turrets have 0% spirit or gun resist, and inherit resistances 1-1 with the player. Things like colossus, bullet resistance from frenzy, and the armors would be inherited to the turrets directly as the player's resistances increased.
Damage:
- Turret 'Damage per bullet', scales with spirit
- Turret fire rate is lowered greatly initially, but like in the survivability section, the fr scales/increases as the user invests in the Weapon stat. (I don't have values in mind for this one since its a bit hard to tell, but start at 50% of what it is now and go up to 150% based on Weapon stat %)
Souls:
- Amount of souls turrets drop scales depending on investment in Vitality stat. If Vitality stat is at 50%, it should drop the same amount of souls as a minion, with 100% being 2x or 2.5x.
Spamability:
- Cooldown should be increased slightly if the rest of this rework is to be implemented, or if you want to try it, increase the cooldown a lot, and beef up the multipliers on stat % in the above suggestions to make the turrets more strategically placed instead of spammed
Visibility:
- Increase the thickness/brightness of the turrets targeting laser at range, or give the person being shot by the turret some audio queue that can be identified among the other noises bound to come in a fight
Turret Activity:
- Turrets deactivate (stop looking for an enemy or shooting, not get destroyed) once Mcginnis is out of the turrets range.
Range/Additional Rework Idea (this is likely MUCH harder to implement than the stuff above, but would work well tangentially to the things stated above):
- If you need a way to make the turrets more skillful, make the turrets way tankier, but only shoot where the player is aiming.
- Bullet velocity on the turrets would need to be greatly increased for this to be effective without making the player accuracy window massive, and consequently lowering the skill required.
- Or, have this as an alternate mode of the ability, where the turrets get beefier, and range becomes unlimited, but only target where you are aiming, or can remain autonomous, with a lower range than it has currently.
-------------------------------:Wall Rework:-------------------------------
- The Wall now has charges, with something like a 7s cd between charges, 22-25s per charge. However, the wall has been made thinner, going from 7 segments to 3 (or 4, but I think 4 is too big IMO)
- To compensate for stun spam, the stun has been reduced from 1s to .5s
I have also taken into account how time-consuming a rework is for the devs, and have made this as easy as possible to implement, hopefully down to simply adding some math to return values if the game's code is anything like I'd imagine.
I love you guys at valve, and hope this suggestion can see some light in a future update
-------------------------------:Turret Rework:-------------------------------
Survivability:
- Turrets % HP starts low, something like 15%, but scales with the Vitality stat, up to 30-40% at max cap (100%) (Or, up to 25-30%, but caps at 80-85% Vitality)
- To add to this, turrets have 0% spirit or gun resist, and inherit resistances 1-1 with the player. Things like colossus, bullet resistance from frenzy, and the armors would be inherited to the turrets directly as the player's resistances increased.
Damage:
- Turret 'Damage per bullet', scales with spirit
- Turret fire rate is lowered greatly initially, but like in the survivability section, the fr scales/increases as the user invests in the Weapon stat. (I don't have values in mind for this one since its a bit hard to tell, but start at 50% of what it is now and go up to 150% based on Weapon stat %)
Souls:
- Amount of souls turrets drop scales depending on investment in Vitality stat. If Vitality stat is at 50%, it should drop the same amount of souls as a minion, with 100% being 2x or 2.5x.
Spamability:
- Cooldown should be increased slightly if the rest of this rework is to be implemented, or if you want to try it, increase the cooldown a lot, and beef up the multipliers on stat % in the above suggestions to make the turrets more strategically placed instead of spammed
Visibility:
- Increase the thickness/brightness of the turrets targeting laser at range, or give the person being shot by the turret some audio queue that can be identified among the other noises bound to come in a fight
Turret Activity:
- Turrets deactivate (stop looking for an enemy or shooting, not get destroyed) once Mcginnis is out of the turrets range.
Range/Additional Rework Idea (this is likely MUCH harder to implement than the stuff above, but would work well tangentially to the things stated above):
- If you need a way to make the turrets more skillful, make the turrets way tankier, but only shoot where the player is aiming.
- Bullet velocity on the turrets would need to be greatly increased for this to be effective without making the player accuracy window massive, and consequently lowering the skill required.
- Or, have this as an alternate mode of the ability, where the turrets get beefier, and range becomes unlimited, but only target where you are aiming, or can remain autonomous, with a lower range than it has currently.
-------------------------------:Wall Rework:-------------------------------
- The Wall now has charges, with something like a 7s cd between charges, 22-25s per charge. However, the wall has been made thinner, going from 7 segments to 3 (or 4, but I think 4 is too big IMO)
- To compensate for stun spam, the stun has been reduced from 1s to .5s