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. Its also why barbed wire that can go on walls was removed, and the log spikes, it was making things too easy. Thats why zombies can now dig, to prevent people from being immune to horde night by making a base a few blocks underground. Naw its needed, people will always do whatever makes things the easiest usually. It is a completly free (save for crafting time and materials) choice. Those who find it too OP for their challenge, are not going to use it, and those who like, are going to use it. Perhaps make the stun a mod or perk, but otherwise leave it as it is. 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. 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. 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.Ĭombo's of these could help balance it as currently its way to good of a tool to use for non-int builds. Maybe put in a schematic for the junk turret ammo for a early unlock for the inventory crafting.ģ: Make it targetable and easly destroyed by zombies, where it'll need to be repaired to be picked back up/used.Ĥ: 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.ĥ: This is the big one: remove all exp gain from placed junk turrets without investing in the turret syndrone perk. All other ammo has a much harder crafting process. 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.Ģ: 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. How would you go about Balancing it? I have several ideas.ġ: Remove the stun/flinch lock when placed, unless you have enough perks in turret syndrome. Those are the reasons I find it op when placed. 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. 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. 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. How would you go about balancing the junk turret? currently any build can drop it down and make the ammo for it.
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