So, in general I feel like I've made the individual turret balance *mostly* acceptable now, but now I'm going through and pruning the spike launcher populations. This can be tricky, since they can randomly spawn in large droves in a lot of places--so if you find yourself in a spot like the one below or then post about it here and I'll know to go hit that area and cull out two or three turrets to help control the spamminess.
The spot in the video, though, I'm actually ok with, since you were presented with options about how to escape. I'm not ok with the 'getting stuck' part though. Hmm.. :-/
Yeah, I'm still cool with turrets (damn homers aside) and yes, it was my choice to dive into cover; also had the kegerator, so again, my choice, I knew the risks. Pre-nuke cannons spawning in the sump I would immediately jump in there and work my way back, but now it's asking for multiple shells to the face. I've tried running around to the left and you usually get hammered by random fire, then swarmed. I don't normally run up the left ramp because if spikeball launchers spawn up there, it's a world of hurt. Bear in mind you have a fraction of a second to react (or be acting) as everything spawns!
With the spikeball launchers, I think they're ok. I could have gone up against them directly, and probably won; damn you kegerator fire rate
. The only ones which really annoy me are the ones which spawn far up on a wall, or worse, directly above you on a ceiling. By the time you figure it out, you're knee-deep in spikes. Once again, mobility and finding cover is the key.
With getting stuck under the ramp, I've only ever managed it a couple of times, always as a result of a blast (my own mines, bombbot, etc). This could probably be fixed by putting in a small wall stopping you from hiding so far under the ramp. Also encourages more dynamic play than hiding and snapshotting.