PC Do you Turret cheat? or use any other exploits? Eg cheese ai base strats etc.

Uh yeah. Don't be a tool. Using a weapon as it is intended by the game is not "cheating". Even using that word makes your post ridiculous. Turrets for someone without firearms (all intelligence for the science skills) are necessary. Stun batons are not great weapons.

Sure, turrets are cheese, but no running zombies is not at all cheese.
One is a game setting. The other is an unbalanced weapon that I'm betting will be fixed.

 
I love turrets, don't care what kind. My "end game" is me sitting on my porch, sipping lemonade while my turrets and traps keep me safe and cozy in my base.

 
I hardly use junk turrets as ... they're extremely situational, and early game they're far more expensive for the low damage they give than other weapons. Late game they do very little to groups of zombies, radiated, rushing you, and for blood moon hordes not only is their ammo more expensive than dart traps for the same damage, they set off demolishers ... and have a very limited ammo capacity (200-250 max?).

So, early/mid game when you need some extra protection and knockdown it's great. Late game once in a while when you want a bit of extra firepower, but unloading with a high capacity M-60 is so much more fun, and so much more rewarding :) A junk turret doing 20-25 damage means to kill a 1k zombie is 50 shots. Killing a few zombies before I have to reload (which can be quite fast) is a pain, and then i have to carry thousands of junk ammo too.

 
I've never used a junk turret, never will. They are the ultimate cheese imo. Being able to carry it everywhere, generate ammo on the fly from scrap metal and set it down for autonomous protection is just OP as hell. Same goes for the "exploit pathing" bases people are so proud of. Never built one, never will. I play always walk (because zombies don't run by MY definition) and do my horde nights on the street with some rows of spikes and barbed wire alongside the road.
You have a curious definition of 'cheese' by hating junk turrets and pathing exploits but then finding it acceptable to have zombies walking 24/7

 
You have a curious definition of 'cheese' by hating junk turrets and pathing exploits but then finding it acceptable to have zombies walking 24/7
Walking Zombies are a game option that fits the genre, the junk turret is an unbalanced weapon I hope will be fixed. Pathing exploits are pure cheese of coding limitations. Call it curious all you want, it's my opinion.

 
Walking Zombies are a game option that fits the genre, the junk turret is an unbalanced weapon I hope will be fixed. Pathing exploits are pure cheese of coding limitations. Call it curious all you want, it's my opinion.
Did you see my post where I did all the math showing that junk turrets are objectively bad weapons until you max them out, and that maxing them out only just brings them up to the same level as pistols? I've submitted facts into this argument now, so waving your arms and yelling about them being 'overpowered' isn't going to cut it anymore. You're going to need facts to back you up, too. Let's see 'em.

I begin to suspect that your problem with junk turrets has nothing to do with them being 'overpowered' but with them not fitting your idea of a zombie game. And you know what? That's fine. It's a lot more reasonable than the way you're presenting your opinion now. If they don't fit with your idea of a zombie game and you think they diminish the experience, just don't use 'em. But don't try to cast them as some great exploit or cheat, because they're not - They're a fairly weak (mathematically speaking) weapon choice that's only situationally useful, albeit rather good in the situation they're meant to be good in. That's all, no more, no less.

 
You will notice them in A19 when they break through your roof. Maybe everyone will have turrets on their roof in A19. :)
As much as I think such would improve game play, I highly doubt they are getting through a concrete or iron bar roof (what I set up) so I doubt I will notice them though.

 
Did you see my post where I did all the math showing that junk turrets are objectively bad weapons until you max them out, and that maxing them out only just brings them up to the same level as pistols? I've submitted facts into this argument now, so waving your arms and yelling about them being 'overpowered' isn't going to cut it anymore. You're going to need facts to back you up, too. Let's see 'em.

I begin to suspect that your problem with junk turrets has nothing to do with them being 'overpowered' but with them not fitting your idea of a zombie game. And you know what? That's fine. It's a lot more reasonable than the way you're presenting your opinion now. If they don't fit with your idea of a zombie game and you think they diminish the experience, just don't use 'em. But don't try to cast them as some great exploit or cheat, because they're not - They're a fairly weak (mathematically speaking) weapon choice that's only situationally useful, albeit rather good in the situation they're meant to be good in. That's all, no more, no less.
I've said it before but you obviously missed it. There is no need to make wrong assumptions about why I feel as I do. The reason I call them a cheat is because they shoot THRU my body and hit the zombies. Period. No other weapon in the game does this. THAT is why they are OP. If you had to avoid their fire they would be fine. THAT is what needs to be fixed. Standing directly in front of a turret and hitting zombies while my turret shoots right thru me is the definition of a cheat in my book. It defies not only rl physics but also the in game physics.

 
The reason I call them a cheat is because they shoot THRU my body and hit the zombies.
This is no longer the case. I did a little test in A18.4. I spawned a zombie in a 2 block wide corridor and placed a junk turret behind me. As long as I was in front of the junk turret, the turret never fired. Only when I stepped aside did the turret fire. So it is not at all like that I can just stand in front of the junk turret and the turret shoots through the player and hits the zombie.

 
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I've said it before but you obviously missed it. There is no need to make wrong assumptions about why I feel as I do. The reason I call them a cheat is because they shoot THRU my body and hit the zombies. Period. No other weapon in the game does this. THAT is why they are OP. If you had to avoid their fire they would be fine. THAT is what needs to be fixed. Standing directly in front of a turret and hitting zombies while my turret shoots right thru me is the definition of a cheat in my book. It defies not only rl physics but also the in game physics.
Every personal weapon you have is practically not hindered by your body, mainly because you always carry them in front of you. Definitely defies the laws of physics but how is that overpowered? What benefit do you get from them shooting throuigh you that an m60 in your hand doesn't provide you? Range? No. Damage? No. Accuracy? No.

 
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Did you see my post where I did all the math showing that junk turrets are objectively bad weapons until you max them out, and that maxing them out only just brings them up to the same level as pistols? I've submitted facts into this argument now, so waving your arms and yelling about them being 'overpowered' isn't going to cut it anymore. You're going to need facts to back you up, too. Let's see 'em.

I begin to suspect that your problem with junk turrets has nothing to do with them being 'overpowered' but with them not fitting your idea of a zombie game. And you know what? That's fine. It's a lot more reasonable than the way you're presenting your opinion now. If they don't fit with your idea of a zombie game and you think they diminish the experience, just don't use 'em. But don't try to cast them as some great exploit or cheat, because they're not - They're a fairly weak (mathematically speaking) weapon choice that's only situationally useful, albeit rather good in the situation they're meant to be good in. That's all, no more, no less.
If I may interject, the missing parameter in your math is the crowd control feature, i.e. the strong stagger effect they provide, even with a low lvl1 turret.

 
If I may interject, the missing parameter in your math is the crowd control feature, i.e. the strong stagger effect they provide, even with a low lvl1 turret.
This stagger effect is overestimated. Run some tests on a Q1 junk turret and a bunch of zombies. You will notice that the Junk Turret doesn't constantly switch between the zombies but keeps on firing at a single zombie until he falls over, is dead or is covered by another zombie. So you can't keep several zombies in check at once with the Junk Turret.

 
So much drama for something that has just been introduced and needs some fine tuning as most of the new things do. In a PvE game. Where you could just not use it until the balancing for the game is done properly. Amazing.

I wonder why no one considers the sleepers going back to sleep once you die so you can easily get your backpack back without beeing disturbed cheating. I mean if you consider this cheating, than exactly knowing wich zombie is where and how much of them is even worse....

Also repeating how much someone considers this cheating doesn´t make it true.

 
Every personal weapon you have is practically not hindered by your body, mainly because you always carry them in front of you. Definitely defies the laws of physics but how is that overpowered? What benefit do you get from them shooting throuigh you that an m60 in your hand doesn't provide you? Range? No. Damage? No. Accuracy? No.
You get the turret damage on top of the M60 damage. I thought that was obvious. Not sure why you think I was comparing the two...

 
So much drama for something that has just been introduced and needs some fine tuning as most of the new things do. In a PvE game. Where you could just not use it until the balancing for the game is done properly. Amazing.
I wonder why no one considers the sleepers going back to sleep once you die so you can easily get your backpack back without beeing disturbed cheating. I mean if you consider this cheating, than exactly knowing wich zombie is where and how much of them is even worse....

Also repeating how much someone considers this cheating doesn´t make it true.
I don't use it for that reason. It is not balanced. Using it as is feels like a cheat to me. I guess I just refuse my compromise my "gaming standards" that way.

 
This stagger effect is overestimated. Run some tests on a Q1 junk turret and a bunch of zombies. You will notice that the Junk Turret doesn't constantly switch between the zombies but keeps on firing at a single zombie until he falls over, is dead or is covered by another zombie. So you can't keep several zombies in check at once with the Junk Turret.
I know they only target one zombie, but the stagger practically disables this one zombie at that firing speed.

And yes, you can't select which one. But since you still have another weapon (melee or ranged) in hand to deal with another one it still means you can handle unskilled one more zombie than previously and skilled often 2 more. It doesn't automatically mean the turret is overpowerded, but in any analysis of the weapons this fact has to be given a value as well.

 
You get the turret damage on top of the M60 damage. I thought that was obvious. Not sure why you think I was comparing the two...
**I** was comparing the M60 and any other weapon to the turret. And ALL of them are not hindered in any way by your body. And that is why the turrets ability to shoot through you is nothing to write about. .

In other words: The ability of the turret to act in addition to another weapon is an important advantage, its stagger effect is an important advantage, its ability to shoot through you is not. It makes using the turret much easier though.

 
Using it as is feels like a cheat to me. I guess I just refuse my compromise my "gaming standards" that way.
That is the same exact reason I refuse to nerd pole. However, that will never be removed from the game as it is too useful to too many people. It is just one of those things I have to decide not to do for myself to keep my integrity as a gamer. You probably will have to make the same choice about the turret since instead of nerfing it they have gone and added a junk sledge and a junk drone as tier 1 and tier 3 versions of the soon to be tier 2 junk turret. Happily for you the junk turret will be more rare and easier to ignore as a tier 2 weapon than it has been. Alas, for me, nerd poling is still just a stack of eight wood frames away....

 
I don't use it for that reason. It is not balanced. Using it as is feels like a cheat to me. I guess I just refuse my compromise my "gaming standards" that way.
You do realize that your main concern is fixed now? It doesn´t shoot trough your character anymore. Just tested this. If you stand in front of it it stops shooting if you are in the line of fire now.

And if you don´t put a lot of points in INT and the perk (you can´t level that perk before INT 6) it isn´t that powerfull. There is no clearing a POI with a turret only when you dont´´t have the perk leveled. Even then it is not just putting it down and letting the turret do the work, because, like said before already, it shooting at one zombie at a time only and doesn´t stop until it´s dead or blocked by another one. And meanwhile other Z´s will go past it.

 
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