They are not that strong, pretty damn weak on armor, and I rarely Longshots being a threat until they are 3.3.
I'm inclined to agree here. They seem to primarily be for harassment and bot lane pushing but in a 6 person server every lane should have a pusher class in them negating a bit of the usefulness. Generally I find a well timed assault of gapshots to be much more effective at contributing to the push since they prioritize turrets.
I personally think the health for a Longshot is just about right. What I think needs a tweak is it's targeting system. If only it lead it's targets it would be so much more useful. I also think longshots shouldn't target enemy turrets, it's just a waste imo.
IMO the health at all 3 levels should be the same as the lv3 health. That's already plenty fragile. The lower levels just die so easily that they're only worth building at all if you can full upgrade them right away. I'd say the same thing for Lazer turrets.
I honestly think that the Longshot turrents have pretty good damage and range but I do think their rate of fire needs to be buffed. :lol:
Hell, 3-4 Gapshots do the equivalent work of an entire base full of 3.3 Longshots Seems like the only time Longshots are effective is on exposed turrets(when they target them) or bots that have stopped for some reason
Longshots are fine as-is, IMO. They cannot lead their targets because it would make them too effective at spamming pros - you'd have to focus on every incoming shot instead of nearby bots/pros. If their fire rate was increased, level 3.3s would be ridiculous. Put both of those changes together and you have an orbital nuking turret. They're meant to add spam, which they do quite well for now. Think of them as the sniper of turrets - meant to work at long range and lightly armored, needing support to function well for long periods of time.
Thats just it, they don't function well even when hacked by a Support. They just don't do their job well enough.