For a whopping $1400 I can build a level 3 rocket turret. It has a lot of health but doesn't really do a very good job of shooting someone who is juiced (their speed boost lets them dodge most of the rockets). That of course assumes it is hacked..... non hacked it's just a piece of garbage waiting to be blown up. For the very low price of $500 I can blow up that turret with ease. I have enough time left on my juice to wreck a few other turrets or I can get some kills with my miniguns in the base. All that wrecking will help mitigate the cost of juice. Sometimes I get really lucky and I get enough money from a juice rush just to do it again (especially if the ball is down). The laser turret seems fine as it is cheap as hell to build, and you get what you pay for. The long shot seems fine too healthwise.... although I wish there was some coding to make it not shoot into the wall. Ice turrets are neat but I'd really like to see them do just a tiny, tiny bit of damage. I'm talking so little damage it might take 1-2 minutes for it to kill you. Basically I'm saying if you have an ice turret in your base then the enemy can't regenerate health. The Ice turret should also have WAY more health. It's still pretty expensive to get a level 3 and is also way to easy to destroy with juice. Since it has zero offense (not considering the tiny damage you will hopefully add) it should have absolutely the most health of any turret. I'm not saying the gunner or anyone else should do less damage to turrets. I'm saying some turrets either need more life, more armor OR juice should not increase damage to turrets.
I actually kind of agree on the rockit and ice turrets. 175 for a level 3 lazer is a pretty good defense despite being fairly easy to destroy. On the other hand, 1400 for a level 3 rocket gets a respectable durability but pretty pathetic fire power. I'd be curious how it would change the game if the build/upgrade costs for the rocket turrets were cut in half (100/200/400). 700 is still a lot vs 175, but it's enough that I would at least consider upgrading the starting rocket turrets. The shave ice outside of blitz I've only really found helpful against the left wall of the base (tunnel entrance) for LazoRazer. Maybe the similar spot on SteelPeel if there aren't snipers eating your turrets the whole game. They do have pretty good HP, but it could be a little better for the cost. Or just reduce the cost... wouldn't even really effect blitz either way.
Rockets I find to be fine as is because when hacked they are killing machines. Juicing IS the base leveling tool. Yes when juiced you could take down a rocket and sometimes a second one, if this wasn't to happen - you would find alot of games go into OverTime. I do however think their cost should be dropped a bit but only for level 3. The 200/400 is great. The up to level 3 though should be 600-700 instead of 800. Shavice turrets - useless overall. Many players know what to look and listen for on Assassins now. I don't think it should prevent from going back up in health as that would make them very overpowered. I do think a visual notification of a "Freeze Blast" would be great. Basically where the "White" is on the turret have a baby blue bar that slowly rises to the top of the area - once it does it releases a shockwave effect which freezes all targets in it's range for the equal time of a level 1 Sniper trap. Would have a SLOW recharge rate but due to the Level 3 upgrade it would be larger - thus making this turret more desirable to use. Hacking it (currently useless) would slighly speed up the regarge rate. All 3 levels would have same recharge rate, but greater range.
Your issue is that Juice rushing is too effective and this is known. It has nothing to do with the turrets really :| They just need to nerf juice.
I think a fix to the Juice Rushing would be to have the ability to buy it disabled for the first 5 minutes of the game. Juice rushing is a great part of the game, removing or tweaking it too much will ruin the game. It's so effective right now because people don't have the base defense built up yet and since it's disabled from buying. It will effect the effectiveness of a juice rush as there would be more to take down. Yes can still wipe out the base BUT if failed it would have a greater cost. Currently you go in with the usual 2 rocket turrets and deal 25-50% of the balls health. If disabled for 5 minutes you could be going into a base with 2-4 more turrets up thus making more time on the juice being used up to take out turrets resulting in much less damage being done on ball.
I think juice all by istelf is fine.... however the problem comes with people who don't buy anything except 1-2 skills and juice. Often I can kill everything around a base, work up juice and get several kills and severely hurt the money ball. And then after that I go buy juice, kill everyone on their team and shoot the ball. Run to juice, rinse repeat. The problem is that juice does not scale in price and it really should. It's just too easy to get a strangle hold on the map. On a map like Ammo Mule I have sat by the juice machine in overtime and juiced people who were running to buy juice. I've said it before and I'll say it again juice should be more like: $500, $600, $750, $1000, +500. In a long game I get about $1500-2000 more dollars to spend than the average person. My options are turrets and juice. Juice is just way more effective and that is the problem.
Mostly true, but only against the foolish or unobservant. If you have two 3.3 rocket turrets around your ball I can just stand on the upper ring. Turrets cant shoot me and I can waste your ball. I'm aware juice is the base leveling tool, but the price is disproportionate compared to everything else. Price of roadblock: $14,00. Price of roadblock destroyer power:$500. That's stupid. They should be near equal or equal. I disagree with you that they are useless. Buying them to find assassins is stupid and unecessary. One level 3.3 ice turret will blanket almost all of your base. It prevents a hasty retreat and that means they are more likely to die and more likely to lose a streak (and therefore money control). The shave ice also draws a lot of fire away from your rocket turrets and is therefore also useful as a decoy. By the way the level 1 sniper trap is a snare not an immobilize (that's level 2 sniper trap). I think it would be interesting if each ice turret upgrade had an effect: level 1 slow movement, level 2 continual damage pulse (very very low damage... just enough to prevent health regen), level 3 rate of fire reduction for enemies.
Usually I earn juice during the first few minutes of a game. I kill the turrets then juice to kill all the people (not the other way around). Time won't make a difference. If you build lots of turrets, hack them and overheal them..... people just save money and juice rush in overtime. The juice overtime bit is getting changed and that's good. It's really stupid to control a game only to lose in overtime because two people flew in and juiced.
I've been thinking a bit and I realize that the cost increase for juice should be for that team who buys it and not the individual. Another thing I have wondered..... why don't turrets get crazy upgrades in overtime? Give all turrets a bonus as if they were hacked to #.3 and give all hacked turrets a new power. Maybe rocket turrets will fire pro seeking missiles that shoot from out of line of sight. Give long shots a round that splits on impact like the gunner's mortar. Maybe ice turrets could freeze you in place every 10 seconds (2 sec duration). Maybe Laser Blazers could fire one big continuous beam. As it stands they are not worth the trouble to build/overheal/hack/upgrade.