Skill Specializations + mini Robotic Catapult turret

Cheese Tyrant

New member
As I’ve said in another post, I love this game, and it is tremendously fun, but I’d like to offer some ideas that would enhance the player experience, in my opinion.

Personally, I enjoy the skill system as it currently is: divided between Perception, Strength, Fortitude, Agility, and Intellect. However, I’ve noticed that as the game progresses and characters gain substantially more levels, the initial appeal of the differences between each skill group tends to wither away.

People can eventually simply get all of the skills and do everything, which is fine, I’m not proposing any change to that, a survivor will want to get great at many things in order to live and thrive, and there’s no reason to take this away from players.

Though, for those survivors among us who chart out a course for a dedicated journey, and plan to play this game well past reaching level 75 or so, I feel that something is missing. Every player is essentially the same, or could be, after a certain level, as far as skills and perks and combat options are concerned.

I would like to keep that initial role separation that tends to occur at the beginning of the game, which many players enjoy at the beginning of the game - I’d like to keep that relevant, and noticeable.

I don’t want to shake things up too much and completely change anything really, but rather I propose to augment playthrough’s with the introduction of what I call “specializations”. 
 

The gist of the idea is: at the beginning of the game, after you finish your initial demo challenge and get your 4 skill points, you additionally are awarded a single specialization skill point - the only one you will get the entire game. This way, players get an early choice to augment their playstyle, which will be noticeable for the entire time they play, and in my opinion, this specialization should grow in power/effect as people level up to keep players feeling like their specialization matters, even as they get stronger.

Here’s some examples of what I mean by this:

Let’s say you wanted to specialize in Strength, you could take your specialization point and select your Strength skill tree, and it’ll show you what specializing in strength will do for your character. Which could look something like this

Strength specialization:
Gain 1 additional health per level gained and permanently gain 9 additional storage spaces (not capacity like pack mule, but instead increasing the total amount that you can carry) in your backpack.

Accept Specialization? Yes/no

This process could repeat for each other skill tree, and I’ve come up with some ideas for the others, which I think will be moderately balanced. They are as follows:

Perception specialization:
Gain 1 additional loot bonus every 10 levels and gain the ability to empower your next instance of damage once every 60 seconds, this cooldown decreases with every kill made, minus 5 seconds per kill. Empowered damage bonus increases next damage instance by a flat value of 20, plus an additional 0.5% per level, maxing out at 20, plus an additional 150% damage at level 300.

Endurance specialization:
Gain 1 additional stamina per level and gain the ability to perform all actions as though you were not injured, when you are injured. The cost for being able move as if you were uninjured is receiving double damage from self-inflicted damage while injured. (I.e you take double damage from swinging a weapon with a heavy strike, or double damage from sprinting with broken legs).

Agility specialization:
Gain 1% additional speed every 10 levels. Gain a permanent 10% reduction of stamina cost for running, also gain the natural ability to reload weapons 10% faster.  
 

Intelligence specialization:

Gain the ability to craft either a unique defensive or offensive robot that evolves over the course of the game, opening interesting and unique gameplay options for intelligence builds.

The intelligence option was the most difficult, because intelligence is support based primarily, and flavor-wise it doesn’t quite make sense for them to get stat buffs like the other skills do, in my opinion. Plus, I feel as though the robotic turret options for intelligence are irrelevant early game, because you simply lack the resources to use them. This specialization could aim to address that.

Personally, I would love to see TFP add a robotic mini catapult/ rock throwing turret, which can be used by intelligence builds early on in the game. It’s ammo can be rocks, and it can have a little enemy detection attachment as the other turrets do, and reload itself, provided it has rocks in its inventory.

I’d prefer this proposed catapult turret simply be added to the game as another robotic turret for intelligence builds. The way they could make it unique for this specialization in particular, would be if they mounted the turret on top of a toy tonka truck, or something similar, so that the turret could move around with the intelligence specialized character. With limited vertical mobility, due to being a toy truck. At least until players unlock the ability to make the turret hover later in the game, probably.

This catapult tonka truck turret could be the offensive specialization option.

The defensive option could be a support turret, similar to the flying drone unlocked later in the game. It could be a little flying toy helicopter or plane that needs batteries to stay active. It could have an ability to slow zombies by 20% for 10 seconds or so, once every 40 seconds in a medium area of effect of 8 by 8 blocks or so.

This would introduce some new things, mainly for intelligence builds, but other than that, I think the rest of this proposed change could be fairly easy for the TFP to create. 
 

Thanks for reading this far, have a kick ass day!

 
I love the idea of a catapult turret, but rocks are SO easy to get that it would need to do very low damage (like 1-5 at most) per hit, making it almost useless other than just to have fun.  Even with a Q1 stone axe, you can harvest 1000 stone in a pretty short amount of time.  I haven't timed it, but probably under 5 minutes if you have a large rock formation handy so you don't have to move around.

 
I love the ideas, but perhaps could use some adjustments. 
For strength: Extra health AND a bunch of extra slots seems way too strong for example.

For endurance: I really don’t see this getting picked much for mid and endgame, because so many other perks exist to essentially negate its need. 
Don’t get me wrong, it’s a cool premise, but effectiveness dies quickly.

For intelligence: the idea of an additional robotic tool is cool, but perhaps a utility based option more along the lines of a “drilling rig/ turret” could be an option? Rather than something like the existing turrets that lock onto enemies, it would instead be a fixed position looking forward. It would be almost similar to an auger but is placed to use. 
It’s function?

1. To serve as a way to drill into locked containers, and it will turn off when pointed at an unlocked container. Allowing you to fight while it “drills”.

2. To cut through doors and other blocks.

Essentially it would serve a similar function to what a handheld sledgehammer (or pick/axe combo) would do, but on its own, giving you the ability to fight simultaneously or not need to expend stamina in the process of opening high health doors.

It CAN do damage to enemies but it should be kept low. 
 

The downside to using it is that it would produce noise and heat that would attract zombies.

Just some initial thoughts for you.

 
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I love the idea of a catapult turret, but rocks are SO easy to get that it would need to do very low damage (like 1-5 at most) per hit, making it almost useless other than just to have fun.  Even with a Q1 stone axe, you can harvest 1000 stone in a pretty short amount of time.  I haven't timed it, but probably under 5 minutes if you have a large rock formation handy so you don't have to move around.
The idea for the turret is that it’d be an early game weapon that you could construct out of pipes, wood, and some lead car batteries, or something like that. Stone is really common, but  to craft the ammo they could make it so that the ammo requires 20 stones to craft a single medium sized rock for the catapult to throw.

That number could be adjusted, but I was just saying so for an example. I don’t think the damage needs to be pitiful, it could just have a slower rate of fire than the robotic turrets unlocked later. My idea was that it could fire once every three seconds. Each “rock ammo” could do 20~30 damage base value + plus the turrets own damage value stat of 10~20 maybe. 
 

This would allow a mini catapult turret to kill a normal zombie in around 6~7 shots at base damage value. Taking 18~ 21 seconds to accomplish that. I think that’s fairly balanced in my opinion. Of course this could be improved if people spec into upgrading their robotic turrets, which I think rarely ever happens early in the game.

 
I love the ideas, but perhaps could use some adjustments. 
For strength: Extra health AND a bunch of extra slots seems way too strong for example.

For endurance: I really don’t see this getting picked much for mid and endgame, because so many other perks exist to essentially negate its need. 
Don’t get me wrong, it’s a cool premise, but effectiveness dies quickly.

For intelligence: the idea of an additional robotic tool is cool, but perhaps a utility based option more along the lines of a “drilling rig/ turret” could be an option? Rather than something like the existing turrets that lock onto enemies, it would instead be a fixed position looking forward. It would be almost similar to an auger but is placed to use. 
It’s function?

1. To serve as a way to drill into locked containers, and it will turn off when pointed at an unlocked container. Allowing you to fight while it “drills”.

2. To cut through doors and other blocks.

Essentially it would serve a similar function to what a handheld sledgehammer (or pick/axe combo) would do, but on its own, giving you the ability to fight simultaneously or not need to expend stamina in the process of opening high health doors.

It CAN do damage to enemies but it should be kept low. 
 

The downside to using it is that it would produce noise and heat that would attract zombies.

Just some initial thoughts for you.
The strength combination is strong, but I was trying to think of effects that would benefit each different skill type, and be thematic as well. While not being game breaking, hopefully. 
 

Which is why I proposed that strength get 9 carrying spaces, instead of carrying capacity. That way strength players would still get over-encumbered by this additional space, until they spend resources unlocking additional carrying capacity as you normally would, like with pack mule.

Endurance does seem to be the weakest of these options, but I thought that shrugging off injuries could be pretty useful to players in the early and later parts of the game, and especially so for those players that eventually like to start using brass knuckles. It would have synergy with those builds, cuz they tend to get injured.

On top of that, I personally think people would love the ability to ignore broken and sprained legs, and arms, for a little extra health loss. Some people might pick the endurance option purely for that benefit.

 
I love the ideas, but perhaps could use some adjustments. 
For strength: Extra health AND a bunch of extra slots seems way too strong for example.

For endurance: I really don’t see this getting picked much for mid and endgame, because so many other perks exist to essentially negate its need. 
Don’t get me wrong, it’s a cool premise, but effectiveness dies quickly.

For intelligence: the idea of an additional robotic tool is cool, but perhaps a utility based option more along the lines of a “drilling rig/ turret” could be an option? Rather than something like the existing turrets that lock onto enemies, it would instead be a fixed position looking forward. It would be almost similar to an auger but is placed to use. 
It’s function?

1. To serve as a way to drill into locked containers, and it will turn off when pointed at an unlocked container. Allowing you to fight while it “drills”.

2. To cut through doors and other blocks.

Essentially it would serve a similar function to what a handheld sledgehammer (or pick/axe combo) would do, but on its own, giving you the ability to fight simultaneously or not need to expend stamina in the process of opening high health doors.

It CAN do damage to enemies but it should be kept low. 
 

The downside to using it is that it would produce noise and heat that would attract zombies.

Just some initial thoughts for you.
I love the idea of the robotic drilling turret as an additional option! That could be really useful!

I think the robotic turrets have few applications at the moment, and that they tend to be useful only in setup areas. Which is fine, but expanding on their applications is something that I would like to see for the game, and adding a drilling turret would go a long way toward that.

I didn’t explain what I meant earlier when I said that intelligence specialized characters could get access to turrets that evolve with them. What I mean by that is that these unique turrets could be upgraded like any other melee weapon or ranged weapon could, to higher tiers.

So, the tonka truck mounted mini-catapult turret, mini toy helicopter, and drilling turret, could be upgraded from pipe quality, to iron quality, and then to steel quality. Getting increased stats and additional effects to match.

The tonka truck mounted catapult turret could get access to an explosive ammo type. In addition it’s shots could gain a 50% chance of knocking down zombies, due to the sheer force behind the rocks it launches, at steel quality. 

The toy helicopter could upgrade into a non-military grade drone, at steel quality. Its aoe slow can double in effect, slowing zombies by 40% for 10 seconds rather than by 20% for 10 seconds. The cooldown on this ability can decrease as well, from 40 seconds to 20 seconds. The aoe can increase some also, going from 8x8 at pipe quality, to 16x16 at steel quality. In addition, it could gain the ability to either debuff zombies in another way, such as removing radiated zombie regeneration in it’s radius, or provide players with a buff within its radius, such as 10% stamina regen, or 5% damage mitigation.

The robotic drill could essentially become a stationary auger at steel quality, and gain the ability to harvest resources more effectively. Not nearly as effectively as a strength character with M69 and Motherlode, but a welcome boon to an intelligence character that hasn’t made it down the strength tree yet, I would think.

 
 Intelligence specialization:

Gain the ability to craft either a unique defensive or offensive robot that evolves over the course of the game, opening interesting and unique gameplay options for intelligence builds.
Also, my idea is that some of these turrets would be unique to the intelligence specialization, and couldn’t be accessed otherwise.

Unless someone specialized in intelligence, they wouldn’t unlock the mounted variants of these turrets, nor would they unlock the steel quality variant of these turrets.
 

Every player could get access to the pipe and iron quality of the stationary mini-catapult, the toy helicopter, and the stationary drilling turret..

But ONLY intelligence specialized characters would get access to the mounted variants of these turrets and the steel quality variants of these turrets. 
 

In addition to this, maybe the intelligence specialization could also allow for a natural boost to active turret use of +1. Then at max robotic turret upgrades they could have 3 active turrets simultaneously, instead of the normal maximum of 2.
 

Let me know what y’all think about this idea, please.

 
Also, my idea is that some of these turrets would be unique to the intelligence specialization, and couldn’t be accessed otherwise.

Unless someone specialized in intelligence, they wouldn’t unlock the mounted variants of these turrets, nor would they unlock the steel quality variant of these turrets.
 

Every player could get access to the pipe and iron quality of the stationary mini-catapult, the toy helicopter, and the stationary drilling turret..

But ONLY intelligence specialized characters would get access to the mounted variants of these turrets and the steel quality variants of these turrets. 
 

In addition to this, maybe the intelligence specialization could also allow for a natural boost to active turret use of +1. Then at max robotic turret upgrades they could have 3 active turrets simultaneously, instead of the normal maximum of 2.
 

Let me know what y’all think about this idea, please.
While I am a fan of variety, I feel like your other two suggestions are too similar to existing things. Also the helicopter idea with an AoE effect I saw someone essentially suggest that on the existing drone, and the conclusion, of which I agree, is that for something that moves around like that it would honestly be OP.

The drill idea even isn’t terribly far off as lock picking exists.

Ultimately, I think it’s back to the drawing board for what it could get. 

 
While I am a fan of variety, I feel like your other two suggestions are too similar to existing things. Also the helicopter idea with an AoE effect I saw someone essentially suggest that on the existing drone, and the conclusion, of which I agree, is that for something that moves around like that it would honestly be OP.

The drill idea even isn’t terribly far off as lock picking exists.

Ultimately, I think it’s back to the drawing board for what it could get. 


I could see how the toy helicopter could be redundant, they could simply add this ability to the military grade drone.

Though to be fair, they could make the toy helicopter an earlier tier of the military drone, to give intelligence characters earlier access to drones. It could be the pipe tier, and the military drone could be the steel tier.

However, I don’t see how the mini-catapult turret could be redundant, as it could be meaningfully different from the other available turrets. Especially as an early game option, and later as a more cc oriented option for robotic turrets. In my opinion, it could be a cool addition to the game. 
 

This proposal isn’t about necessarily adding whole new uncharted content to the game though, it’s about adding variety and uniqueness, and in this pursuit, I think most of these ideas would accomplish that, and wouldn’t be redundant, aside from the toy helicopter.

 
I could see how the toy helicopter could be redundant, they could simply add this ability to the military grade drone.

Though to be fair, they could make the toy helicopter an earlier tier of the military drone, to give intelligence characters earlier access to drones. It could be the pipe tier, and the military drone could be the steel tier.

However, I don’t see how the mini-catapult turret could be redundant, as it could be meaningfully different from the other available turrets. Especially as an early game option, and later as a more cc oriented option for robotic turrets. In my opinion, it could be a cool addition to the game. 
 

This proposal isn’t about necessarily adding whole new uncharted content to the game though, it’s about adding variety and uniqueness, and in this pursuit, I think most of these ideas would accomplish that, and wouldn’t be redundant, aside from the toy helicopter.
The catapult truck thing you are suggesting, let’s break it down right quick, and let me know if I missed something here:

- It’s something that you would basically get at the start, having only needing to complete one set of challenges to obtain the base model

- it’s mobile, can be picked up and placed down like the existing robotic turrets

- can fire projectiles with high knockback and stun to begin with and EXPLOSIVE ammunition later

I’m seeing numerous balancing issues here. How much time have you put into using the existing robotic turrets?
 

The robotic sledge equipped with the weighted mod already has amazing knockback capability. Plus you can couple it with the flaming mod, and the rad remover. The only reason it’s balanced is because it’s melee range and has lower damage due to tech level. 
 

The catapult you are suggesting already sounds to me like a ranged version of this, which I honestly think would be insanely OP.

On top of that, you are suggesting it also get access to explosive ammo, which makes it take the place of a rocket launcher too. 
 

To me it sounds like a shortcut to mid and endgame quality weaponry.

Which is why I honestly really think if there are “specializations” they need to be UTILITY bonuses and/or craftables, not tied directly to weaponry.

 
The catapult truck thing you are suggesting, let’s break it down right quick, and let me know if I missed something here:

- It’s something that you would basically get at the start, having only needing to complete one set of challenges to obtain the base model

- it’s mobile, can be picked up and placed down like the existing robotic turrets

- can fire projectiles with high knockback and stun to begin with and EXPLOSIVE ammunition later
1. Yes, I am proposing that it's something players could get access to at the start.  Though I am proposing that it has to be crafted. Some factors that could delay it's introduction could be requiring that it be crafted at a workbench maybe and, perhaps it could require a legendary parts kit to build. This could slow down and delay access to the turret.

2. Yes this part is right. I think it would be cool if it could follow the player around like drones do, but of course with limited vertical mobility, because it's rolling around on wheels instead of flying. Though they could give it a stationary mode as well, allowing it to have potentially better positioning.

3. You're partially correct here, I'll clarify my intentions for balancing this thing. Early in the game, at pipe tier, it wouldn't cause severe knockback nor knockdown. Rather it would just stagger zombies a little like a standard melee attack would. 

At iron tier it could have a chance (25%) to cause significant knockback or knockdown, and shots that don't trigger this will inflict minor stagger as they did at pipe tier.

At steel tier it could get a 50% chance to cause knockdown or ragdoll, and it's normal shots could instead be guaranteed to inflict significant knockback.

The explosive ammunition thing was just an idea, not something I think is necessary or needed. I was just spit-balling ideas for potential upgrade options for the turret. Perhaps it could get flaming ammo instead, or oiled up ammo, which can slow zombies that are oiled up.

Explosive ammo is not something I'm seriously trying to push to come with this robotic turret as something it MUST have, rather it was a suggestion is all; and I can see the merit in it not having explosive ammo as it could step on the toes of other weaponry. Though the explosions I was thinking of were like, pipe bomb strength at most, not rocket or grenade strength. 

Also, my idea for this robotic turret is that it would have a relatively slow rate of fire, because it's a catapult/trebuchet turret. It would need time to wind itself up and fire again, so I was thinking that it could shoot a rock/boulder/ stone or whatever once every 3 seconds, and that this rate of fire wouldn't get much better than that even at steel tier, though the damage could improve of course.

 
1. Yes, I am proposing that it's something players could get access to at the start.  Though I am proposing that it has to be crafted. Some factors that could delay it's introduction could be requiring that it be crafted at a workbench maybe and, perhaps it could require a legendary parts kit to build. This could slow down and delay access to the turret.

2. Yes this part is right. I think it would be cool if it could follow the player around like drones do, but of course with limited vertical mobility, because it's rolling around on wheels instead of flying. Though they could give it a stationary mode as well, allowing it to have potentially better positioning.

3. You're partially correct here, I'll clarify my intentions for balancing this thing. Early in the game, at pipe tier, it wouldn't cause severe knockback nor knockdown. Rather it would just stagger zombies a little like a standard melee attack would. 

At iron tier it could have a chance (25%) to cause significant knockback or knockdown, and shots that don't trigger this will inflict minor stagger as they did at pipe tier.

At steel tier it could get a 50% chance to cause knockdown or ragdoll, and it's normal shots could instead be guaranteed to inflict significant knockback.

The explosive ammunition thing was just an idea, not something I think is necessary or needed. I was just spit-balling ideas for potential upgrade options for the turret. Perhaps it could get flaming ammo instead, or oiled up ammo, which can slow zombies that are oiled up.

Explosive ammo is not something I'm seriously trying to push to come with this robotic turret as something it MUST have, rather it was a suggestion is all; and I can see the merit in it not having explosive ammo as it could step on the toes of other weaponry. Though the explosions I was thinking of were like, pipe bomb strength at most, not rocket or grenade strength. 

Also, my idea for this robotic turret is that it would have a relatively slow rate of fire, because it's a catapult/trebuchet turret. It would need time to wind itself up and fire again, so I was thinking that it could shoot a rock/boulder/ stone or whatever once every 3 seconds, and that this rate of fire wouldn't get much better than that even at steel tier, though the damage could improve of course.
Personally, I still don’t think having a weaponized drone/ mobile auto turret that is locked to a specific tree is a good idea. 
Especially when other weaponized auto equipment exists and is utilized by this type of build. 
 

The various stages of knock back like you are saying already sound exactly like various tiers of the robotic sledge. Which is really only balanced BECAUSE it is stationary. 
 

EACH skill tree (strength, perception, fortitude, agility, and intelligence) are already designed around unique combat styles. 

Strength- point blank with hammers and shotguns, can is intended to push through enemies

Perception- “long range” with rifles and spears (which have the longest reach), and make every shot count

Fortitude- holds the line with MGs and knuckles

Agility- uses stealth and high mobility to land advantageous hits with pistols, bows, and blades

Intelligence- plans ahead and sets up a kill zone, rather than pushes forward into the fight, as well as the flexibility to multitask while turrets hold off enemies 

Following this logic, adding in a mobile weaponized drone steps from kill zone strategy to push type strategy, essentially making strength setups pointless in terms of combat.

Which is why I had originally suggested a utility drill. It keeps with the flexibility part without overstepping, as it lets you drill into areas without needing to be there yourself, so you can maintain pressure in your kill zones.

A mounted turret of sorts that you can move around like a robotic turret I could maybe get behind though. 
Your catapult idea got me thinking about what other types of turret would be useful. I’m still not sold on the catapult as it seems too much like a robotic sledge.

One such idea is that .44 ammo would be an interesting ammo type to be used in it, as you tend to get far more of it than you can use in any weapon, as the best thing currently is the Vulture, which really doesn’t go through much. 
 

Second idea is maybe an elemental type turret.
- First thought is obvious, flamethrower, uses fuel as ammo and would be well balanced as a manned turret. 
- Second thought intrigues me even more though, some kind of electrical… fires an electrical discharge similar to how a flamethrower would. Ammo type is Lead Batteries, that once fully drained go back in your inventory and can be recharged at base. This helps fill the niche of slowing enemies down. 
 

To take it a step further, you could use these 3 ideas as the various stages for it. Starting with .44 and ending up at electrical. 
 

Im chatting with my buddy about this as I type the suggestion, and he’d like to input the idea of a mod for robotics as a whole; a “robotics armor” mod (perhaps adjusting what is currently the drone armor) to be able to apply to all robotics, including sledge, auto turret, and the suggested manned turret, with the latter gaining a frontal shield that reaches to floor, like seen in some games. Hits to it would still reduce its durability, but it would help protect the user from injuries and infection when hit from the front. 
 

Again, just brainstorming and hopefully this gives you some more ideas to expand upon.

 
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Personally, I still don’t think having a weaponized drone/ mobile auto turret that is locked to a specific tree is a good idea. 
Especially when other weaponized auto equipment exists and is utilized by this type of build. 
 

The various stages of knock back like you are saying already sound exactly like various tiers of the robotic sledge. Which is really only balanced BECAUSE it is stationary. 
 

EACH skill tree (strength, perception, fortitude, agility, and intelligence) are already designed around unique combat styles. 

Strength- point blank with hammers and shotguns, can is intended to push through enemies

Perception- “long range” with rifles and spears (which have the longest reach), and make every shot count

Fortitude- holds the line with MGs and knuckles

Agility- uses stealth and high mobility to land advantageous hits with pistols, bows, and blades

Intelligence- plans ahead and sets up a kill zone, rather than pushes forward into the fight, as well as the flexibility to multitask while turrets hold off enemies 

Following this logic, adding in a mobile weaponized drone steps from kill zone strategy to push type strategy, essentially making strength setups pointless in terms of combat.

Which is why I had originally suggested a utility drill. It keeps with the flexibility part without overstepping, as it lets you drill into areas without needing to be there yourself, so you can maintain pressure in your kill zones.
I disagree that this sort of a turret, the unique mobile version that's specifically a specialization reward, would make strength setups pointless. The slow rate of fire, vertical limits on it's mobility, combined with the sheer volume of enemies you often face going through higher stages of the game - would still challenge any intelligence character that tries to perform a role similar to strength builds.

In my opinion, someone with a sledgehammer, or a club, would make much quicker work of groups of zombies than this turret ever would be able to, even if you had two or three of these turrets. When the zombies start sprinting, that delay between shots could cause your ass to get minced if you're out of position. Granted, I play on insane difficulty only, so where I'm coming from the zombies seem a lot tankier and do a lot more damage. Poor positioning on insane will get ya @%$#ed up if you're not prepared, regardless of your build (aside from maybe agility builds, extra jumping height is lowkey busted for evading zombies and escaping situations where you've found yourself positioned poorly). 

Sledge turrets are good when you have them setup, they can almost singlehandedly carry a hoard night just by knocking zombies away from key chokepoints. This catapult turret would not replace sledge turrets in that role in my opinion, because the sledge turret has a faster rate of melee than the catapult would have rate of fire, plus this catapult wouldn't be guaranteed to ragdoll enemies like the sledge seems to often do. Also, sledge turrets hit multiple targets, and can ragdoll groups of enemies, which is not what I propose this catapult turret should be capable of. This catapult turret should hit just one zombie at a time, and inflict it's cc on just that one zombie.

If the knockback or ragdoll effects I proposed earlier seem like too much, which is a fair argument, then those aspects of it could be removed entirely, and perhaps it could gain a momentary (1 second) stun instead of having a 50% chance to ragdoll zombies at steel tier. I personally don't see the knockback or ragdoll as being a major issue or cause for balancing concern, and I don't think that aspect of the weapon should bar the idea from consideration. TFP could balance it how they like of course, but what I proposed I think would be fairly balanced at all difficulties of the game, and most certainly would not eliminate or trivialize strength builds.

I love to play strength builds, the cc and crowd damage you can inflict on hoards of zombies, even on insane difficulty with melee weapons only, would far outpace and perform what I've proposed this mini mobile robotic catapult could do. This turret would be like an in-between option afforded to players that specialized in intelligence, which could allow intelligence players to perform a slightly more proactive role, but wouldn't shift their whole playstyle, in my opinion. 

In addition to all that, I think the robotic mini catapult deserves serious consideration, if not at least in it's non-mobile and not a specialization form, because it could serve as an early game turret for intelligence builds to utilize if they wanted. As of right now, intelligence builds just have the stun baton as their only form of damage that is augmented by their skills, in the early game. I think that isn't fair when all of the other trees have an assortment of options they could use. Giving intelligence players access to turret playstyle earlier in the game would be a quality of life improvement, and would be cool AF. AND A MINI ROBOTIC CATAPULT IS SOOOO COOL, LIKE, UGHH. Anyway, please consider this TFP, thank you ❤️

Also, as to your point about the drill, I think the drill is a fantastic idea, but not as a substitute for the mini catapult turret. That's a misunderstanding, I think it would be excellent as an addition to the robotic mini catapult turret concept. Both turrets could make it into the game and be highly complementary turret options afforded to early game intelligence builds, in my opinion. Especially if they both got unique specialization options. LIKE WHAT IF the mini drill could be improved to steel tier, and instead of a drill it became equipped with a mining laser or something. STILL great for mining, but also could cause extremely high single target damage, with a melee range requirement. That'd be pretty cool I think.

 
A mounted turret of sorts that you can move around like a robotic turret I could maybe get behind though. 
Your catapult idea got me thinking about what other types of turret would be useful. I’m still not sold on the catapult as it seems too much like a robotic sledge.

One such idea is that .44 ammo would be an interesting ammo type to be used in it, as you tend to get far more of it than you can use in any weapon, as the best thing currently is the Vulture, which really doesn’t go through much. 
 

Second idea is maybe an elemental type turret.
- First thought is obvious, flamethrower, uses fuel as ammo and would be well balanced as a manned turret. 
- Second thought intrigues me even more though, some kind of electrical… fires an electrical discharge similar to how a flamethrower would. Ammo type is Lead Batteries, that once fully drained go back in your inventory and can be recharged at base. This helps fill the niche of slowing enemies down. 
 

To take it a step further, you could use these 3 ideas as the various stages for it. Starting with .44 and ending up at electrical. 
 

Im chatting with my buddy about this as I type the suggestion, and he’d like to input the idea of a mod for robotics as a whole; a “robotics armor” mod (perhaps adjusting what is currently the drone armor) to be able to apply to all robotics, including sledge, auto turret, and the suggested manned turret, with the latter gaining a frontal shield that reaches to floor, like seen in some games. Hits to it would still reduce its durability, but it would help protect the user from injuries and infection when hit from the front. 
 

Again, just brainstorming and hopefully this gives you some more ideas to expand upon.
I like the idea deployable mounted turrets, like a minigun for example, they would be awesome! However, this idea doesn't address the need, that I personally think there is, for an early game turret option to be made available to intelligence builds. The mini robotic catapult turret would accomplish this handily.

Deployable mounted turrets probably wouldn't come online until you're several in-game weeks into your world, like most other non-pipe tier guns do. 

I stated in an earlier response why I think the differences between the mini catapult turret and sledge turret are meaningful, and don't overlap too much, in my view. 

I like the idea for the deployable mounted turret, I wholly support something like that ending up in the game, because it would cool as hell. 

I also like the ideas proposed for the elemental turrets too, they could serve as debuffing turrets perhaps, with the flamethrower naturally negating radiated zombie healing, and this shock turret inflicting stun, or even having a high chance to cause dismemberment. Though again, I do think these options would and should probably not be available early game. 

 
Here is an idea to further work into both of our thoughts and suggestions, as your main idea is for more than just intelligence builds right? 
 

At first you can “specialize” which would give you extra bonuses, but no craftable items. Down the line, perhaps by completing a certain challenge, special mission, or by hitting “x” level, you get to choose a secondary one, or double down on the main one. However, the bonuses from this one would be less than the original, but for a different main bonus. Access to a special item that crosses between the two, that can only be utilized by someone using that combination. 
 

Then things like what we both suggested (and more) would make sense.

For example:

- intelligence + fortitude = wheelie Catapult

- intelligence + strength = drill turret 

- intelligence + perception = either a sniper turret or remote controlled car with a lure noisemaker and strapped with explosive

- intelligence + agility = idk electrified mod for bow/ crossbows, to electrify any shot that passes through it

- double down on intelligence = electrical mounted turret

etc.

i know it would be a lot to add, but even just additional equipment of various types I’m almost willing to bet will come in when bandits do, so it’s good to brainstorm now, lol

 
Here is an idea to further work into both of our thoughts and suggestions, as your main idea is for more than just intelligence builds right? 
 

At first you can “specialize” which would give you extra bonuses, but no craftable items. Down the line, perhaps by completing a certain challenge, special mission, or by hitting “x” level, you get to choose a secondary one, or double down on the main one. However, the bonuses from this one would be less than the original, but for a different main bonus. Access to a special item that crosses between the two, that can only be utilized by someone using that combination. 
 

Then things like what we both suggested (and more) would make sense.

For example:

- intelligence + fortitude = wheelie Catapult

- intelligence + strength = drill turret 

- intelligence + perception = either a sniper turret or remote controlled car with a lure noisemaker and strapped with explosive

- intelligence + agility = idk electrified mod for bow/ crossbows, to electrify any shot that passes through it

- double down on intelligence = electrical mounted turret

etc.

i know it would be a lot to add, but even just additional equipment of various types I’m almost willing to bet will come in when bandits do, so it’s good to brainstorm now, lol
 I LOVE IT! 

There's a way to make this work, and it could be cool as @%$#, it didn't even occur to me to alternate the effects of the specializations in this manner, which could afford whole plethora of additional potential options if we were to sit here and brainstorm some cool, hopefully non-redundant additions to the game. Whether that be items, or passives and combat enhancement abilities that could significantly impact someone's playthrough.

This is the GOOD quality of life enhancement talk right here. I think we're onto gold, honestly. Awesome ideas, I'll consider what I can add to what you offered later, but I like where you were going with that proposal.

 
 I LOVE IT! 

There's a way to make this work, and it could be cool as @%$#, it didn't even occur to me to alternate the effects of the specializations in this manner, which could afford whole plethora of additional potential options if we were to sit here and brainstorm some cool, hopefully non-redundant additions to the game. Whether that be items, or passives and combat enhancement abilities that could significantly impact someone's playthrough.

This is the GOOD quality of life enhancement talk right here. I think we're onto gold, honestly. Awesome ideas, I'll consider what I can add to what you offered later, but I like where you were going with that proposal.
Agility + Perception = VSS type of weapon. 9mm, counts as a rifle, and has an integrated suppressor, even less aggro range than a normal suppressed weapon

Double down on agility = A pair of .44 revolvers with integrated Suppressors. Damage wise they are on par with the normal revolver per bullet, but are dual wield and fired simultaneously upon trigger pull. Additionally have an increased stealth damage. 
(Something like this would also help keep the Ranger armor set relevant, as otherwise it becomes pointless when you get access to Desert Vulture and Sniper Rifle.)

Double down on Perception = well let’s face it, we all know what weapon we would love to see in the hands of a sniper… 50 cal. 

(While idk if it’s something they would ever consider, it would make an excellent addition, and different ammo types would be awesome too. For balance though, the ammo would have to be crafted, not obtained in any other way. Only ammo exists as HP, AP, and Explosive. The explosive being a blast diameter of 3 blocks. The AP having extra penetration capabilities.)

Again, I know things like these are unlikely, but you never know what the devs might pull inspiration from!

 
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