rebalance idea for swat turrets i guess
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remove the damage limiting thing that makes the turret not take more than a certain ammount of damage, but reduce their "headshot" multiplier by like a lot i guess.

this way, an LMG on a bipod or an accurate assault rifle or smg doesn't just obliterate it in like 2 seconds by spraying into the sensor, meanwhile weapons like the thanatos and i guess the rpg if you also give it some explosive damage vulnerability aren't just kinda useless and can actually kill it in a reasonable amount of time!

(p.s an explosive damage vulnerability would be really cool so i can have my anti-tank rocket launcher destroy a "vehicle" rather than just splattering dozers)

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