Scyris
Survivor
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.
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.