Why does my Level 3 Longshot turret fire what are basically flares only to the halfway mark of the map, but the support's gapshot, which costs a lot less, doesn't seem to have a maximum range and fires shells that seem to do actual damage, AND manage to hit things? Why is one gapshot better than two hacked and fully upgraded Longshot turrets? I would like a buff to the Longshot turrets, because they are AWFUL at the moment. Thoughts?
I agree with you there mate, and why the hell do they sometimes just shoot the roof comeon its useless.
i would like a little bit of leading. it wouldnt be overpowered, they would take out bots a little more, not be totally useless in blitz, and pros move too erratically to be hit anyways.
Honestly, I don't think longshot turrents are useful at all. Even in Blitz mode, they seem incapable of hitting even Jackbots unless they're stuck in place by something...
If their shells travelled much faster and had a large splash radius, they'd be my favourite kind of turrent. As things are now a conga line of gapshots is much more effective, definately.
Rockit and Lazer Blazer turrents have a firing priority, and I believe Longshots follow the same pattern. Said priority has Pros last in line as to what they fire at. The priority is something like: Opposing Turrents > Moneyball > Bots > Pros I don't think Gapshots have the same firing priority, which would make sense, since they get so many kills compared to Longshots.
The long shot turret is only economical at level one. Unfortunately if you sneeze on it then it will blow up. Back when you could spam bots, I remember this one game where we had 4 longshots hacked to 3.3 on ammo mule. Our supports made several gapshots and the framerate when to about 5/second... While it was completely hilarious at first, it sucked really bad until all the gapshots died. Longshots need improved aim (less shooting at walls), area of effect ordinance, and a forward firing system. The level two turret should get area of effect and the level 3 should get the targeting assistance. Longshots would be wonderful for steel peel if they didn't try to shoot ANYTHING inside the dome. I realize you want them to suck on this map but come on.... that's retarded.
How about something a little bit more fair? Give longshots a modest homing ability. A full homing ability would be OP(as would shockwaves and these other suggestions), but if it was minor enough to boost it's accuracy by say 20% it may work out. Justification for mortars homing in? Pfft. It's the future!
yes but a fixed location mortar should have better accuracy than a mortar that is constantly on the move. you could possibly make the gapshots stop each time they are about to shoot and then start moving as they "reload" add this with the forward aiming and they would essentially be long shots when you spawn them and by the time they/your pros kill off all the turrets the gapshots would then move forward through the map making them more effective against other bots
I don't really care what they do to Longshot Turrets, as long as the devs do something to make them better. These things just take up a turret slot.
good idea for wishlist. priorities for turrets. im guna start a post right now as for longshot turrets, i think they should have two trajectories, one from first-fired to past nearby walls (give them only a small choice of angles they can fire at, all of them missing walls and roofs), and then re-target once its past nearby obstacles to the actual target's location (homing once outside the initial firing path would also work to reguide the missile). btw, how does the longshot currently make its trajectory anyhow? any devs reading this?
One fully upgraded Level 3 long shot turret = $525 I'd much rather have 5 Gapshots then a level 3 longshot. Gapshots actually get results, even kills and turret destruction, longshots are a waste of money. Gapshot>Longshot
I find longshots are good for keeping a light level of pressure on lanes and such. However their ability to not realize that their shells are hitting a wall before they hit the floor or something make them useless. All other turrets have some sort of knowledge of if they could hit their target as they fire, except longshots.
I find Longshots useful in even matches, when the bots tend to clash in the middle and neither side can really gain ground. They will hit bots that aren't moving, usually when they meet another group of bots. Longshots also give you a steady stream of artillery compared to Gapshots which march forwards to their doom. Also, Longshots do have a direct fire mode like Gapshots. Most targets rarely get within that range though.
A couple of problems. Longshots rarely do the direct fire mode. Gapshots do plenty. Fully Upgraded Longshots cost $550. Gapshots cost $100. Longshots do next to no damage. Gapshots do. Need I continue?
I know it is even more of an investment, but does a 3.3 longshot justify its cost? The ability to hack it is a slight advantage over the gapshot, and the fact that it doesn't march to its doom is a slight advantage. I don't know if these outweigh the cost though.
The Gapshot also has no maximum range that I am aware of, so it destroys turrets quickly, and it usually pays for itself by the time it has "marched to its death".
True, but the supposed longevity of a longshot vs a gapshot would seem to be an advantage in favor of the longshot. However, given how fragile they are, it is still very difficult to keep them alive. I would be interested to see how the damage of a 3.3 longshot compares to a gapshot, given the increased rate of fire. TBH, I don't really think either are very worthwhile unless you have complete map control.
Yesterday I went with support for a while and in one of the matches, I had me a level 3 hacked longshot. Didn't get any turrets (or really anything) for the 5-10 minutes it was up. I then spawned a gapshot and got two turret kills and an assist on a player within a minute. Maybe a gapshot and longshot have different priorities but having made a profit with a low cost gapshot so fast is just wrong. Hopefully this issue will be looked upon. Maybe increase the price of gapshots, perhaps? (It's not like I build turrets as fruitfully as I had in the past anyway. Everything is shredded within 2 minutes of its inception by a juiced player.)
the fact that the gapshot is definitely doomed and thus not permanent DOES theoretically justify that a longshot is a better investment. get a lvl 1.3 and keep it alive for 5 minutes, it should pay off quite a bit better than a gapshot. and i have made 2 lvl 3.3 longshots do so much killing and destruction that it payed for itself, so they probably beat the gapshot as well. they just shoot faster, if your willing to babysit them then its a gamble to possibly pay off better and do more damage faster. but its still not balanced in most situations. nerf gapshot damage since they can be spammed in the infamous congo-line formation, or do something to longshots to make them hit better.