dzxmsf
Refugee
Shock batons and robotic turrets were introduced in Alpha 18 as weapons scaled to the Perception stat. Stat-wise, the shock baton had a base damage of 10.8, while Junk Turret rounds dealt 11.8 damage. The Junk Turret was clearly designed to function as a firearm with firepower on par with the shock baton.
However, in the current build, the shock baton received a massive buff, having its damage values copied directly from the baseball bat, yet the robotic turret received no matching power boost. Ironically, even when the Junk Turret is loaded with shotgun shells, its total output still falls below that of the shock baton.
I also find the Genius Glove’s effect baffling—it only applies damage bonuses to held melee weapons, meaning only the shock baton actually benefits from its damage boost. The turret’s ammo recipe was also switched to lead. It has a maximum range of 15 meters, yet its accuracy is worse than regular shotguns, as it inherits hip-fire spread values entirely. Players have to rely on foregrip mods, shotgun choke mods, and skills that reduce movement penalties during reloading just to shrink its pellet spread.
This turret has never been overpowered, yet it keeps getting nerfed time and time again. What was your design reasoning behind these changes? Is the team balancing weapon power now the same group that worked on Alpha 18? As a player who mains this build, I’m really disappointed.
However, in the current build, the shock baton received a massive buff, having its damage values copied directly from the baseball bat, yet the robotic turret received no matching power boost. Ironically, even when the Junk Turret is loaded with shotgun shells, its total output still falls below that of the shock baton.
I also find the Genius Glove’s effect baffling—it only applies damage bonuses to held melee weapons, meaning only the shock baton actually benefits from its damage boost. The turret’s ammo recipe was also switched to lead. It has a maximum range of 15 meters, yet its accuracy is worse than regular shotguns, as it inherits hip-fire spread values entirely. Players have to rely on foregrip mods, shotgun choke mods, and skills that reduce movement penalties during reloading just to shrink its pellet spread.
This turret has never been overpowered, yet it keeps getting nerfed time and time again. What was your design reasoning behind these changes? Is the team balancing weapon power now the same group that worked on Alpha 18? As a player who mains this build, I’m really disappointed.