Last Updated 02-23-2025.
Passive: (Name TBD)
Can pick up guns as tokens for use with tactical, and carry them like grenades or accelerants. May have extra inventory for weapon tokens.
May be able to disarm and loot enemy turrets by sneaking up behind them. Assuming they aren't detected first.
Can interact with turrets to load or remove ammo and change its weapon token.
Weapon tokens return to gun state when looted or when dropped on the ground. Sentries can loot them as tokens.
Tactical: Mechanics Parts
Opens a menu for them to summon turrets, traps, and drones. Basic charges are normally weak. Ones using weapons or grenades tend to be stronger, or fire differently and more like the weapon it is firing.
Micro Turret: Low capacity using, and fires small arms.
Common Turret: Medium capacity using, and can fire pretty much anything. Default has 2 types, Assault turret and Sniper Turret. Attaching a weapon changes the type accordingly. Marksmans and snipers are sniper turret variants, ars, smgs, lmgs, etc, tend to be assault turret.
Special Turret: Heavier duty than common and can be placed on ceilings and walls instead of only the ground. High capacity using.
Suicide Drone: Takes grenades to enhance its performance and give it special effects, grenade effects, from the grenade it contains.
Shoulder Turret: Takes light arms, which is fewer than small arms. RE45 fires too fast for the shoulder to handle, and is thus denied.
Rocket Turret: Takes no guns, unless rocket weapons are added. Can fire grenades at enemies.
Drone: Can take small arms, and may be able to akimbo some light arms.
Trap: Can take arc star or thermite, modifying its effect. Basic is a revealing trap. Arc star lets it zap everything around it with arc energy and detonate in an arc star blast when destroyed or when an enemy sentry attempts to loot it. Thermite causes it to spew thermite in a circle around it and eventually causes it to combust in thermite once it's spewed enough thermite around it to consume the grenade within it and thus destroy itself. It can spew about 10 thermite grenades worth from a single thermite grenade, but the area's not very big and is thus easily avoidable. Takes 2-3 traps to cover a doorway that one thermite grenade can cross by itself.
Turrets listen for enemy audio and turn to face it. They have a vision cone as well. If an ally sees a target, they will turn to face it if its in line of sight and in range. If it was targeting another target it may not face the other until the previous has gotten away from it.
No turret takes akimbo or red tier. No turret takes bow class weapons.
Base intelligence is similar to the drones, robots, and prowlers.
2-4 charge capacity, like bangalore, caustic, or watson.
Ultimate: Boost
Enhances targeting, firerate in some cases, reload, burst potential (longer bursts as long as target visible, or faster burst firing for burst weapons), accuracy, and many other factors. Enhances resilience (reducing damage taken and increasing health and repairing some damage), and applies a glow to warn enemies that the boost is active and thus made the turret potentially deadly. Pros may still waste turrets like butter though, but it might give bronze a challenge.
Only effects turrets. May enhance materials regen rate.
Base Capacity: 12 points, like watson. Micro and shoulder are 1 point. Common turret 2 points. Special turret 3 points. Drone 2-3 points. Suicide Drone 1-2 points, 3 if it's somehow OP. Rocket 2-3 points. Trap 1 point.Â
This gives them 4-12 turrets or traps, or about 6 drones, depending on what they use. Most will probably summon a shoulder turret and some drones or suicide drones. A good controller may summon traps and micro turrets, some may summon some turrets or heavy/special turrets, especially if they like LMG turrets or ceiling turrets or something,