As it stands, turrets are mostly useless in their current state, as they are hard countered by chaff and dispersal field, which can both be spammed without pause.
To fix this, I'm seeing two options:
1. Give the turrets a 50% chance to resist the effect, so that the non-affected turrets could still track their target, while the affected ones behave like they do now under the influence of chaff / dp. To prevent spamming, turrets that resisted the effect should become immune to it for the next 10 seconds.
2. The simple solution: Add a general cooldown of 20 seconds to the effect, so that all turrets are affected normally for 10 seconds followed by 10 seconds of immunity to further chaff / dp.
Turrets are already balanced by dealing only ~50% of the damage of their fixed variant and slow tracking. Implementing one of the aforementioned mechanics would allow chaff / dp users to reduce their damage output to 25% of fixed weapons, which seems a bit more reasonable than the current 0%.
To fix this, I'm seeing two options:
1. Give the turrets a 50% chance to resist the effect, so that the non-affected turrets could still track their target, while the affected ones behave like they do now under the influence of chaff / dp. To prevent spamming, turrets that resisted the effect should become immune to it for the next 10 seconds.
2. The simple solution: Add a general cooldown of 20 seconds to the effect, so that all turrets are affected normally for 10 seconds followed by 10 seconds of immunity to further chaff / dp.
Turrets are already balanced by dealing only ~50% of the damage of their fixed variant and slow tracking. Implementing one of the aforementioned mechanics would allow chaff / dp users to reduce their damage output to 25% of fixed weapons, which seems a bit more reasonable than the current 0%.
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