McGinnis turrets show on map to the enemy team

Mooagain

New member
Match ID 33069510

Throughout the match, the enemy McGinnis' turrets appeared on the map as little red dots just like the troopers. It wasn't noticeable in lane, but it allowed us to see McGinnis farming camps and attacking mid.
 
This is a feature, according to the patch notes.

"- McGinnis: Mini Turret now shows up on the minimap"

 
for mcginnis
I'm cooking up a turret rework that I think might have some legs. Lemme know what you think should be changed or removed (Except gaining Resistance or The different turret modes.)

* * * * *

•Turrets no longer spawn with ammo; McGinnis has to light melee the turret and give up a % of her current magazine to Arm it.


•Heavy Melee will Disarm the Turret and let you pick it up for relocation; Turret ammo will be un-replenishable if Disarmed.


•Turrets are in an inactive state until Armed; Inactive turrets gain a significant amount of damage resistance and an increased lifetime counter, while also not appearing on the minimap to anyone but McGinnis.


•Turret lifetime will be renewed upon Arming


•When a turret is Armed, it will inherit x% of any current Damage Resistance stats McGinnis may have.


•Turret Damage no longer scales off of Spirit; now it will scale on how much ammo McGinnis can invest into it before a hostile target walks in range.


•Turret Lifetime now scales with Spirit.
 
I'm cooking up a turret rework that I think might have some legs. Lemme know what you think should be changed or removed (Except gaining Resistance or The different turret modes.)

* * * * *

•Turrets no longer spawn with ammo; McGinnis has to light melee the turret and give up a % of her current magazine to Arm it.


•Heavy Melee will Disarm the Turret and let you pick it up for relocation; Turret ammo will be un-replenishable if Disarmed.


•Turrets are in an inactive state until Armed; Inactive turrets gain a significant amount of damage resistance and an increased lifetime counter, while also not appearing on the minimap to anyone but McGinnis.


•Turret lifetime will be renewed upon Arming


•When a turret is Armed, it will inherit x% of any current Damage Resistance stats McGinnis may have.


•Turret Damage no longer scales off of Spirit; now it will scale on how much ammo McGinnis can invest into it before a hostile target walks in range.


•Turret Lifetime now scales with Spirit.
This seems really annoying to fight and even more annoying to try to use.

Her turrets are supposed to be "combat turrets"
 
They can still be used in combat. and what parts are annoying?
To use them you have in combat you have to be managing meleeing your turrets and reloading your gun instead of just shooting the enemy. Turrets are also just gonna be able to have unilimted lifetime with this. Having them gain resistances based on mcginnis' resistance is just a bad idea bc there is really only a few main resistance giving items which arent neccisarily cheap.
"Turret Damage no longer scales off of Spirit; now it will scale on how much ammo McGinnis can invest into it before a hostile target walks in range."
Utilizing this would be such a pain because you have to predict an enemy walking into your turrets and not just walking somewhere else, and then even if they do they can just press S.

The main problem is none of these changes really address or fix the main issues that McGinnis Kit/Turrets have right now and instead just adds an even more complicated and niche rework that requires more investment while being even harder to utilize on gun builds. And while you may think the "damage scales with ammo given" is a way that makes it stronger with gun, this isnt really the case because you aren't always building ammo for gun. For example, me personally I build into sliding and reload items like QSR when I build gun.
 
To use them you have in combat you have to be managing meleeing your turrets and reloading your gun instead of just shooting the enemy. Turrets are also just gonna be able to have unilimted lifetime with this. Having them gain resistances based on mcginnis' resistance is just a bad idea bc there is really only a few main resistance giving items which arent neccisarily cheap.
"Turret Damage no longer scales off of Spirit; now it will scale on how much ammo McGinnis can invest into it before a hostile target walks in range."
Utilizing this would be such a pain because you have to predict an enemy walking into your turrets and not just walking somewhere else, and then even if they do they can just press S.

The main problem is none of these changes really address or fix the main issues that McGinnis Kit/Turrets have right now and instead just adds an even more complicated and niche rework that requires more investment while being even harder to utilize on gun builds. And while you may think the "damage scales with ammo given" is a way that makes it stronger with gun, this isnt really the case because you aren't always building ammo for gun. For example, me personally I build into sliding and reload items like QSR when I build gun.
Good points actually welp back to the drawing board I guess
 
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