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How would you balance the junk turret? Its OP when Placed.


Scyris

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How would you go about balancing the junk turret? currently any build can drop it down and make the ammo for it. The reason its OP when placed is it can stun lock/knockdown zombies, and do a bit of damage as well, this is on top of whatever weapon your using at the same time. The turret also can shoot thru the player, hitting a zombie on the other side of them, the turret also cannot be targeted by zombies. Common strat is to drop it behind a doorway and stand in front of it meleeing zombies as it stun locks them, or place it on the other side of a door, aggro zombies, then cloose door and laugh as the turret kills them for you while your completly safe on the other side of the door.

 

Those are the reasons I find it op when placed. How would you go about Balancing it? I have several ideas.

 

1: Remove the stun/flinch lock when placed, unless you have enough perks in turret syndrome. Its supposed to be for the int guys, everyone else shouldn't be able to get the full benefits of its stun lock/knockdown ability.

 

2: Make ammo have to be crafted in the forge at a higher mat cost of iron+clay, unless you have at least lv 2 or 3 in the perk, then you can craft it in your inventory for cheaper. All other ammo has a much harder crafting process. Maybe put in a schematic for the junk turret ammo for a early unlock for the inventory crafting.

 

3: Make it targetable and easly destroyed by zombies, where it'll need to be repaired to be picked back up/used.

 

4: Make it so if the player is in the path of the shot, they take the hit instead of the zombie, as it is with the other turrets.

 

5: This is the big one: remove all exp gain from placed junk turrets without investing in the turret syndrone perk. Simmlar to how advanced enginnering works (I think thats the skill) where it awards up to 50% of the exp you'd normally get from electical trap kills.

 

Combo's of these could help balance it as currently its way to good of a tool to use for non-int builds. I refuse to use it other than for base defense/near my mine myself due to how broken it is and how less challenging it makes the combat. These are just my suggestions. I see they nerfed the firerate but that was never its problem, its the perma stun/knockdown every shot that needs to be balanced, as does the exp gain for people without the perk.

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Combo's of these could help balance it as currently its way to good of a tool to use for non-int builds. I refuse to use it other than for base defense/near my mine myself due to how broken it is and how less challenging it makes the combat. These are just my suggestions. I see they nerfed the firerate but that was never its problem, its the perma stun/knockdown every shot that needs to be balanced, as does the exp gain for people without the perk.

 

Perhaps make the stun a mod or perk, but otherwise leave it as it is. Those who find it too OP for their challenge, are not going to use it, and those who like, are going to use it. It is a completly free (save for crafting time and materials) choice. No nerf into oblivion is needed.

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Perhaps make the stun a mod or perk, but otherwise leave it as it is. Those who find it too OP for their challenge, are not going to use it, and those who like, are going to use it. It is a completly free (save for crafting time and materials) choice. No nerf into oblivion is needed.

 

Naw its needed, people will always do whatever makes things the easiest usually. Thats why zombies can now dig, to prevent people from being immune to horde night by making a base a few blocks underground. Its also why barbed wire that can go on walls was removed, and the log spikes, it was making things too easy. You have no idea how badly i'd love to use the junk turret as a agi build, but I won't because it almost feels like cheating for how good it is. I feel the same about lock picking, you should not be able to craft them with only 1 point in the perk that you could get at the very start of the game as it has a perception of 1 to unlock that you start with. Due to this, I won't get the skill, and I won't buy the lockpicks off trader, I am only allowed to use ones I find, or, if I find the perk magazine if one exists that gives the recipe then I am allowed to craft them. IMO lv 1 of the lock picking perk should need like 6 perception, its too powerful of a perk for something you can spend 1 point in and now laugh at how easy it is to open any locked container. One of the best 1 point wonder perks in the game.

 

- - - Updated - - -

 

No passive zombie killing (whether turrets or traps) should grant EXP.

 

Combine the turret with the complete lack of zombies now in the game and it's OP whatever you do to it.

 

Yeah removing exp gain from it unless you have turret syndrome perk would be a pretty big nerf, as if the turret gets the kill shot, you get 0 exp for it. Would make a lot of players think twice about exploiting it as a non-int build. For the int builds, make it like adv engineering, higher in the perk you go the more exp u get from its kills when placed on the ground up to full value at max. Most people that use it, don't use it for the dps, they use it for the free stunlocks, as later on even fully perked its not going to kill anything anytime soon when your dealing with ferals and radiated zombies.

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No passive zombie killing (whether turrets or traps) should grant EXP.

 

Combine the turret with the complete lack of zombies now in the game and it's OP whatever you do to it.

 

Well, if there is a complete lack of zombies, and someone still consider the turret OP, i don't know what else to say then suggest turning Zombies spawning ON in the options.:caked:

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I don't know, I find that the junk turrets are incredibly weak. We have 3 placed down and they easily go through half their ammo before one of us decides to go take down the zombie

Without perks the turrets CAN be quite useful but they are not something you put down to kill every zombie on it's own.

 

Get the perk and this changes quickly.

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Without perks the turrets CAN be quite useful but they are not something you put down to kill every zombie on it's own.

 

Get the perk and this changes quickly.

 

That there is the problem though they are too useful even unperked. Perked the thing is like a gatling gun, really high dps on it. The Junk Turret is useful as a hand held weapon early game as well, takes quite a few shots to kill things, but yeah pretty much free ammo. I kinda feel the ammo should take more than just scrap iron, as its too good imo.

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why not change it so that junk turret ammo is only made in the forge? the cost could be like 5 iron for 1 ammo? then just remove it from loot tables and make it craft only from intelligence branch..same with the ammo for the turret make it forge craft only. that should solve the issue.

 

Won't really solve it, as you can just make the ammo in bulk and then its still just as broken when placed.

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why not change it so that junk turret ammo is only made in the forge? the cost could be like 5 iron for 1 ammo? then just remove it from loot tables and make it craft only from intelligence branch..same with the ammo for the turret make it forge craft only. that should solve the issue.

 

Oh please no, that would defeat the utility of the junk turret. I'd be willing to accept a cost increase of 3 to 5 but PLEASE don't make it forge only, that sounds like such a pain to deal with.

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1. Remove stun on it

2. Add a slightly longer delay between shots

3. Make it targetable and relatively low health so it can be knocked out and broken and needs to be repaired

 

1: Eh, maybe.

2: I don't know what turrets you've found, but the ones we've been using already fire slow. We can shoot about as fast using the primitive bow

3: I think this may already be the case? We had a couple junk turrets go missing after having zombies break in

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1: Eh, maybe.

2: I don't know what turrets you've found, but the ones we've been using already fire slow. We can shoot about as fast using the primitive bow

3: I think this may already be the case? We had a couple junk turrets go missing after having zombies break in

 

Looks like they listened to me

 

Lowered the rate of fire of unperked junk turrets

Junk turret can now take damage to the point of being disabled

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against one zombie sure its kinda OP. but hell so is a AK. the junk turret runs out of ammo very fast and picking it up and trying to reload it with zombies on your tail is not very easy. unless you are playing on some super easy mode game play. then maybe you need to bump up the challenge a bit.

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No passive zombie killing (whether turrets or traps) should grant EXP.

 

Combine the turret with the complete lack of zombies now in the game and it's OP whatever you do to it.

 

Well that sucks for people who dump their points into science and not killing skills, doesn't it.

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