That’s not a bad idea actually, but I’m not sure how easily doable it is. That said, considering the amount of damage most deathmobiles take from gunfire (usually little to none), which are going to do far more damage, it might not have much of an affect. Then again, if you implement the shocker attack damage as something that spreads through the vehicle like an impact, or even just temporarily disables controls, then it might have the desired effect.
I’m of the mind that vehicles are probably fine, just make them more resource intensive to run. Whatever formula is used to calculate fuel/energy cost based on the weight of the vehicle needs to be turned way up so that something big enough to be a mobile base takes a massive amount of power and resources to move. That way deathmobiles stop being such an “I win” button since you can’t drive them to every single building, and it makes it more practical to get out and scavenge on foot. You might even benefit from making fuel more rare, but that might be at the cost of realism.
New thought, the recent work on NPC bases might present some opportunities for balancing deathmobiles. If, for example, it was made so that building a vehicle on par with most deathmobiles took weeks of worktime, that would effectively restrict it to those with a shitload of skilled NPCs and the particularly driven. On top of that, you’re now tied to your NPC base, since you put all that effort into setting it up. If fuel is made to eventually degrade then lategame deathmobiles require a nearby base to produce biodiesel AND upgrade your vehicle.