The Detonator and HE Charge were ridiculously nerfed when the Steam patch hit, being 80 and 85 damage respectively. They were nerfed even more shortly after that to 60 and 65 for who knows why, the guilt of the damage item perhaps. The damage items are only marginally useful, most of the time they won't make a difference in the outcome. They can make a big difference when it's about 1-shotting a Technician from stealth and you don't have enough time to make a follow-up shot before you have to get out. As others have said, EMP is more effective as a damage enabling item as 3 seconds of uncontested firing is superior to a damage that is a drop in a bucket. At least Detonator has a strong push force if detonated above an enemy's head and might result in additional fall damage if the enemy isn't pressing space bar or has normal reflexes to press it before hitting the ground.
The turrets are lackluster on their own, but stacked they can be effective only if executed properly.
I had a write up on them previously:
Singular turrets aren't of much use, unless well hidden, when they might become the winning factor of a fight. In my opinion the turrets are best used as loose groups where their effectiveness increases exponentially.
For simplicity's sake, let's generalize that both turrets have 20 dps each (MG turret has a bit less and Rocket Turret a bit more) and dismiss the burst factor (damage at t=0). With a single turret getting 1 second of fire before getting destroyed, it has dealt 20 damage.
Two turrets will deal 40 dps together. After 1 second and 40 damage one gets destroyed, continuing with 20 dps for one second before getting destroyed. 60 damage total. So two turrets equal as three singular turrets against a single opponent.
With 6 turrets you would have 120 dps that gradually degrades by increments of 20. (120+100+80+60+40+20)/20=21, so 6 turrets have the same effectiveness as 21 singular turrets.
If your whole team was to equip both turrets (12 total), you'd be looking at the same effectiveness as 78 turrets, theoretically that is. MG turret's dps degrades quickly at even short distances, but rocket turrets that are well hidden can do surprisingly good amounts of damage because the rockets don't miss that often even at long distances (only if the enemy is unaware of them). Even if the whole enemy team focuses on the turrets, destroying them in a matter of seconds, means that damage wasn't directed at your team and left the friendly team free to fire shots.
Why this doesn't work in practice is because players are generally awful at turret placement, they put them in places where they all get destroyed by 1 grenade or where they can be seen by a mile away. You should hide the turrets in places where your enemy's attention is best focused on you, and where them focusing on little turrets would be a death sentence for them.
So, an X number of turrets can equal or even exceed the abilities of a player. I would rather have 6 well placed turrets when defending a point than an average player, if that says something.
So, if the turrets are buffed, you will have to be careful of the stacking effect.
The stock item system in general favored items were previously on a long timer in a recharge based system... the strongest items right now are the Orb and EMP which both had long recharge times previously. "Throwaway" items such as the Hologram, ISM Disruptor, HE Charge were on a shorter recharge time to justify their existence.
Edited by (KDR) Kopra, 30 April 2015 - 03:24 AM.