Previosly I’ve mentioned that new turret damage a way higher than before:
Player could be one shotted in heaviest non powered armor from noticable distanse.
I think I’ve figured simple way of solving this.
Just replace turrets ammo with ammo designed vs non armored targets.
For example can be used some kind expansion ammunition. Or some analog.
It should has worse armor piercing but at the same time higher damage.
This way in will be much more effisient vs begining player without armor and less efective vs preparied armored player.
This will additionally prevent prepared player from being one shotted making gameplay more fluid and giving player more chances to recover.
This will make ammo drop from turrets some specific niche. Dropped turrets armor will be not effecient vs high armored targets so player may prefer to find another type of armo.
It is explanaible. Logically speaking army fought a lot of non armored targets. Additionaly it can make using indoors turrets somewhat safer.
It is easy to implelent.
Of course it is not solving everything but it could be intresting way of balancing turrets. So you can get a lot of ammo from turrets but it will no be that effective in current situation.
i thought there where different turrets types, so thats why the .50 cal turrets where really dangerous and there are 9mm too iirc, although i havent encountered any at the moment
Way back when, turrets were 9mm.
Then 5.56mm turrets were added to military facilities to be more dangerous.
Then the 9mm turrets were removed and everything was 5.56 or bigger.
Oh, and they’re all full machineguns now, not just rifles.
This brings us to now, where the lighest portable turret sitting on a scientists desk is packing an M249 that can oneshot most anyone.
In my opinion, create a ‘9mm CROWS-1’ enemy to spawn in close quarters locations, leave the big turrets at corners of bases etc.
Oh, and divide the amount of ammo turrets drop by a factor of 10. 1000 rounds is ridiculous.
i mean turret are the only danger there is really anything can be avoid even turret .turret only get you when you make mistake and heavy survivor armor + vest and reinforce arm leg armor can help .army helmet the get reinforce with kevlar does give 42 cut(bullet) so yea
I occasionally find turrets questionable. As in… I can hide behind a crate, or under a cardboard box, and shuffle up to one and just wack it, and it dies.
Then I can do it the “honorable” way with the best gear I can find, and get mowed down.
Thus, I say… Be crafty.
Like… Laying down in a car going 75 into a turret. Then bulldoze through and destroy all of them before they even understand what’s going on.
I think that’s why the fences are there, but… a wire fence has it’s limits… fufufufufu
9mm crowd control should have a fair size clip, around 250+
Basic perimeter defense turrets, 5.56 would feel better around 100, as their main intent is to dissuade, not destroy.
and .50 cal should only have around 25. Mostly because… “WHY WOULD YOU NEED THAT!?”. Seriously, I know there are things to be kept at bay, but the most that would do is destroy your own building.
Now that’s in terms of turrets. Stationary weapons should keep their higher mag capacity, as it’s rather important to maintain a wall of lead without the need to constantly reload.
Well, yeah. You’re not supposed to rush headlong at a machine gun emplacement; that was the lesson of World War I.
Then again, millions died before the generals figured out that honor and courage and tradition were not bulletproof.
1 way will be to reduce amount of bullet it fire from what is now i mean not sure if is 4 round auto like rifle but if is reduce it to 2 can really help or maybe first round it fire need to fire only 1 round to give a warning or to give time for electric engine turn on to feed belt is off to save battery or something
Yes, but really question about what will happend if player did it by mistake.
I think it would be better to heavily hurt player and give him chance to retreat and recovery, but not kill him. We are talking about roguelike with one life after all.
Current turrets has insane accuracy. Add on top of it 200% damage headshot modifier - and here we are.
But it is more game design question.
Overall I think current ranged despite being quite complicated produce quite simple result. Player has not a lot option to avoid fire, like changing stance or use cover. Cataclysm is not Jagged Alliance 2 or something. So here yours huge damge in the face for single positional mistake with 200% weapon damage modifer.
So putting ranged enemies with huge damage leads to tricky situation like this.
Option are
Make system more fluid and giving player more options.
Avoid huge ranged damage versus player that can surely kill him and/or give player chance to survive it or avoid that.
Preferably both.
Interestingly game already has some balance tweaks to do 2). Chicken bot with powerful weapon has laser sight targeting.