I feel like it’s too easy to take down thumper turrets playing PvP for the amount of value in map control they provide. A lot of characters can take it down in just 4-6 seconds of fire. As a consequence the team who loses said thumper also has a very small window to respond to their thumper getting killed. Usually by the time you make it to whomever is killing it, it’s already dead unless you were at some other area of the map. The majority of ranged characters can do this too such as Marquise, Benedict, Oscar Mike, and Ghalt can do it very fast and can do it very safely because it’s done so fast.
I come from playing a lot of dota and when you take out an emplacement, there is usually some form of advantage that you have to have before you can take a turret down from 100% hp to 0%. Even if there is no one in the immediate vicinity, there should be some sort of danger if every player is alive. And also like dota, to take out the thumper you’ve got to put youself somewhat close and outside your own safer side of the map to take out the thumper. However a lot of the time (in Battleborn) it’s taken out it feels like a hit and run while I had little time to respond and even if I do it’ll be destroyed anyway 90% of the time anyway.
Giving it more hp would certainly add to the depth of the game and make the thumper dying an real event rather than an inevitability similar to getting middle thrall camps on overgrowth. I can’t speak in specific numbers but if it took someone like Marquise 15-25 second to kill a Thumper solo rather than 4-6 seconds it would open up interesting decisions for both teams when players decide to target the thumpers.
And i’m strictly speaking about the thumpers in PvP btw, i’m not sure what I think of shock turret and stinger HP and what I would like to see done if at all. I’d also like to make those harder to kill, but I can’t think of how and/or to what degree.