If i had to say, really the turrets are in a mixed place before and after this 'patch'. Since it feels like they trip to firing faster right away and on frequency when the 'warning' occurs compared to other turrets in some other mobas. Course its by feeling, but it feels like Dota 2 and Dawngate turrets arent as dangerous early game when i played them compared to Infinite crisis. But still have the same feeling of tower diving not being a issue as much in mid to late game.
It ultimately depends on several factors i guess:
1. How fast the turret will react to shoot at you if their are none of your enemy drone tanking it already or if you attack a enemy champion.
2. Will the turret immediately target the next drone nearby or will it aim at you if you are the closest target compared to the batch of drones nearby.
3. The frequency of the shots, if a turret fires really fast then your likely gonna get punished alot by being next to the turret when it aims at you, compared to just being on the edge of its firing range when it aims at you .
4. How the damage is dished out, Will it use true damage to bypass your armor? Will it use the progressively higher damage per shot? Will it simply deal damage based on a % of your hp and shoot up a chunk every shot?
Plus i've never seen on IC where a person could deliberately 'run' from a turret shot and avoid getting hit by it for a while. (Refer to Dota watafak's nightstalker clip, hilarious when it happens.)
Hopefully a proper balancing can be done where a turret will be fearsome against any champion, thru an entire match. Just be glad we haven't gotten a sniper type char from dota 2 onto IC yet (Max range bonus= free shooting a turret while being completely out of a turret's firing range, ala the turret stomper).