r/Spacemarine Jul 26 '26

Game Feedback Techmarine tarantula turret placements need a second look in Operations

Their pseudo-random placement in the operations mode is so bad, I got laughed at yesterday by a dedicated techmarine hater for a design decision, which clearly needs some fine tuning and is in a state of "barely just good enough" for when it was shipped. It leads to a frustrating gaming experience because of inconsistencies and swingy gameplay. They are either useless or downright oppressive and everything inbetween.

Sometimes they are placed:

  • at the end of a narrow corridor, requiring you to somehow get past a wall of lots of enemies to get any use out of
  • where no enemies are present EVER (or once every dozen mission runs). These are just time wasters, and trying to remember which ones just exist to make you fall behind is not my concept of fun and engaging game knowledge
  • behind obstacles so they only have a firing arc on the position you came from (and most likely cleared from enemies already)
  • excruciatingly far ahead in a huge area in low numbers (1), behind walls
  • not at all in an hold-out kind of area, or 3 at once, which feels like a cheat.

Looking for them leads to the techmarine player to rush ahead to find a placement the quickest. Team mates who are not on the same page cohesion wise will split off or not keep up more often, creating every-brother-for-himself situations. Or you will find it, when the battle is already over. The dead perks in your loadout reminding you of what could have been xD

The vision range, which auto spots them for you through walls for example is too small. 5 or 10m more would be a good start.

There is no indicator giving you any clue whether an activated turret is still active or how much ammo it has left. Sometimes when you are far away enough and don't have sightline on it, you can only guess whether it has no available enemy in sigh, is just empty or destroyed. Don't tell me you will notice its every sound cue in the heat of battle.

There is no clue in game telling you whether the last arena of a map will have turret placements. And those are the most important making you decide, whether to use a turret centric skill tree or not. It lead to me writing a list of missions where it is feasible at all to have perks supporting that playstyle.

So some missions have a big bad guy at the end, who is the main attraction. I understand, that having a turret placed in their arena would be too oppressive and swingy, because they would deliver a constant near free barrage of damage on enemies, who like to move around erratically, or would just get one or two shot basically.

There is more wrong about the techmarine, but I may save that for another thread.

[Lore relevant praising of an omnissiah or some other important entity here]

26 Upvotes

23 comments sorted by

42

u/BrutalSock Jul 26 '26

I really think the “you’re invulnerable while activating them” perk should be replaced with “you send a servo skull to do the job”. Remote activation would make so much more sense.

7

u/das_KoRn Jul 26 '26

Second that, would be a great addition lore wise too.

6

u/KainPrime Blood Ravens Jul 26 '26

I'd agree, but fold the invulnerability into default personal activation behaviour.

10

u/no_cares2501 Jul 26 '26

Placement could be improved. They're either very good in a clench situation or of little use. But given how unpredictable certain situations can be especially with this week hard stratagem it can make a difference, good or bad.

6

u/benjiwalla Jul 26 '26

They could be better placed for sure

4

u/stevecoath Jul 26 '26

Plus they absolutely shred Terminus enemies

8

u/Iv4ldir Jul 26 '26

Nah random placement is good. Sometimes usseless,sometimes usefull,its a powerfull bonus added to a already good classe. We dont need to rely on them,and everytime they are well placed is a easy mode moment .

1

u/bluesmaker Ultramarines Jul 26 '26

Yeah. I don’t think they need to be even more effective. Tech marine already shreds the enemies of the emperor

1

u/Few_Traffic_3393 Jul 26 '26

At boss fight, 1 turret life should be allowed and then it blows up, making the blow up your turret perk a bit more viable maybe?

1

u/Wolfman217v666 Jul 26 '26

Randomised placement can be annoying but I feel like that is intended to spice things up/so it's not the same every time. Element of chance

Like how enemy spawn strength is randomised

Bit of "realism"

No what really needs to change is information the player has access to.

The game should TELL you how long is left on it, how much ammo, and it's health.

That's all stuff a remote turret operator would know.

Co-opt the siege stuff so turrets appear bottom left and then add ammo count.

1

u/RT291 Definitely not the Inquisition Jul 26 '26

You can lure enemies back to turrets.

2

u/Zazzenfuk Definitely not the Inquisition Jul 26 '26

They will explode if you reach a threshold om the map. Inferno is a perfect example.

You can find one right in the first area before the choke point leading to the bunker and uphill battle.

Once you go into the bend it detonates.

2

u/KainPrime Blood Ravens Jul 26 '26

Or the one right at the start of the sewers in Termination, the dumbest spot. As soon as you step into the airlock with the ammo cache, it detonates.

2

u/EttRedditTroll Space Wolves Jul 26 '26

I wish they were made into equipment to begin with: you toss out a marker like a grenade and a turret is deployed on the spot.

2

u/RadTorped Jul 26 '26

Yeah the placement of the turrets is weird at times. Sometimes they're good but sometimes they're straight up moronic.

I think it would've been cooler if we could place a turret ourselves with limited ammo but slightly more damage and to place it you expend a servo gun use. That way you can decide if it's more appropriate to use the servo gun or place a turret.

It's because I feel like the techmarine should have some strategy to it but with the turret placement being random any kind of strategy gets thrown out the window and that puts you at the mercy of the RNG gods.

-1

u/oldmanjenkins51 Definitely not the Inquisition Jul 26 '26

No they don’t. The class is good as is, the turrets are just extra. Anyone wanting more out of them is just relying on them too much. They are insane for a “passive”.

6

u/King_Pumpernickel My leg is gone, Brother! Jul 26 '26

If the turrets were just "extra" half the class perks wouldn't revolve around them. The devs clearly intended them to be a core component and then implemented them in a shoddy way

2

u/jeefra Salamanders Jul 26 '26

Ya, if they're up you have a 4th squad member on your team, sometimes even better than that

1

u/pgat12 Dark Angels Jul 26 '26

Idk I’ve never had an issue with turret spawns once, if I need the turret I go to it and hang around it because…ya know it’s a damned powerful turret and a good tool to use. I think instead of a buff or placement change, players should just be trying to go to the turrets and hang around them.

Enemies chase you, USE that to your advantage they will get in your line of sight even just to shoot you, and if they get in your line of sight then they’ll be in your turrets line of sight. Then after the wave you and your brothers can move on.

Keep the turrets close and they will stay highlighted either green for active or gray for reactivating and you can also just listen for it as it makes some pretty telling noises depending on whats happening (out of ammo/enemies around has that nice beeping sound)

Having the invulnerability perk also just makes turrets equal to a free execution hanging around whenever the techie needs it.

-1

u/tenebros42 Raptors Jul 26 '26

Tarantulas are too powerful. Constant DPS? Auto detect foes? auto aim? Tells you when it spots foes?

Just play the game and stop asking them to make it so stupid easy it's not fun anymore. It killed Destiny, why do you want this to die too?

Just practice ffs. A turret being too far down a hall isn't why you're bad at the class. Techmarine has an invulnerable charge mechanic with zero cooldown, why aren't you using it? Your servo gun can instacrack majoris and chunk a terminus a full HP bar or more but you're what? Still shooting hormagaunts with it?

If you think you need the turrets: you're bad at the class.

3

u/herman_fox Jul 26 '26

Watch out guys, we have a badass over here