7 Days to Die

7 Days to Die

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Robosole May 2, 2024 @ 10:44pm
Turret ammo nerf
I just came back to 7 days after a hiatus, to try the new skill system... to realize that TFP completely ruined the ammo economy of junk turrets.

In a game where ammo scarcity matters, turrets and bows were the only weapons which players could craft ammo for in the field. Turret ammo in particular was crafted with scrap iron, which meant that players could rely on something like a wrench to pick up lots of iron in the field to keep the turret fed. The turret can be fired from the hip without placing it, so it was an alternative to less frugal weapons like SMGs, and good for cover when looting containers. I particularly used the turrets this way when looting skyscrapers, because the ability to craft ammo as I was clearing made the turrets sustainable with the correct build. The turrets weren't excessively powerful in this playstyle, so it was still necessary to carry other weapons for ambush scenarios. I believe they were functioning as intended.

Apparently, some players were crafting turret ammo to sell it, and TFP's answer to this abuse was to make the ammo scarce, instead of preventing players from selling it. Crafting ammo now requires lead, which comes from quite limited sources (mostly mining ore). There is no chance that a junk turret can compete with the damage output/opportunity cost of the other weapons that require lead, so there is no longer a sensible use case for junk turrets.

To add insult to injury, the other lead-based ammo types can be found in loot, but not turret ammo. Not only does the current balance/economy effectively punish you for using your lead for turrets, it doesn't even give you freebies to encourage players to experiment.

This change has such unintended consequences that it should probably be reversed, or perhaps players should be able to opt for the old recipe as a game rule.
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Showing 1-7 of 7 comments
Mithrandir May 3, 2024 @ 1:21am 
I also wonder why they've changed it. I doubt it's about players selling them to the traders tho.

Maybe it's to push mining ?
Corsin May 3, 2024 @ 2:51am 
I have only been playing since you had to make it with lead so cant speak to how it was previously done.

That said, I have TONS of robotic turret ammo as I prioritised saving all (well, almost all) lead looted, only mined it once or twice, dont like mining, then spending time crafting it. I have about half a writable storage chest of groups of 1000 AP rounds.

I personally dont see an issue with how it is now but can see how you prefer it the way you liked.
Last edited by Corsin; May 3, 2024 @ 3:18am
seven May 3, 2024 @ 6:58am 
I don't see it as an issue now either. It used to be you could get like a level 1 junky fairly early and it was a real help. Now you have to find so many stupid magazines it's more of a late game item, at which time having lots of lead isn't a problem. Of course the turrets are no longer that useful at that point.
𝓢𝓓𝓑 May 3, 2024 @ 7:59am 
Needing to mine?
Nerevar May 3, 2024 @ 10:08am 
too bad ammo scarity really isnt a thing anymore thanks to quests giveing you more ammo than you use for doing then and beeing available infinitely.

only ammo worth crafting yourself is AP ammo.
Originally posted by Robosole:
I just came back to 7 days after a hiatus, to try the new skill system... to realize that TFP completely ruined the ammo economy of junk turrets.

In a game where ammo scarcity matters, turrets and bows were the only weapons which players could craft ammo for in the field. Turret ammo in particular was crafted with scrap iron, which meant that players could rely on something like a wrench to pick up lots of iron in the field to keep the turret fed. The turret can be fired from the hip without placing it, so it was an alternative to less frugal weapons like SMGs, and good for cover when looting containers. I particularly used the turrets this way when looting skyscrapers, because the ability to craft ammo as I was clearing made the turrets sustainable with the correct build. The turrets weren't excessively powerful in this playstyle, so it was still necessary to carry other weapons for ambush scenarios. I believe they were functioning as intended.

Apparently, some players were crafting turret ammo to sell it, and TFP's answer to this abuse was to make the ammo scarce, instead of preventing players from selling it. Crafting ammo now requires lead, which comes from quite limited sources (mostly mining ore). There is no chance that a junk turret can compete with the damage output/opportunity cost of the other weapons that require lead, so there is no longer a sensible use case for junk turrets.

To add insult to injury, the other lead-based ammo types can be found in loot, but not turret ammo. Not only does the current balance/economy effectively punish you for using your lead for turrets, it doesn't even give you freebies to encourage players to experiment.

This change has such unintended consequences that it should probably be reversed, or perhaps players should be able to opt for the old recipe as a game rule.
lol "waaaaaaaaaa i wanna play a really easy game i can just cheese" haha get real its a needed change all you gotta do is loot more
Unturned May 3, 2024 @ 3:28pm 
oh no's the entire game is ruined (says a guy with over 1000 hours in game who has never used one of these turrets)

Seriously though I hope they fix the loot table for the sacks that drop on horde night. Tired of like 6 mining/football helmets every horde.
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Date Posted: May 2, 2024 @ 10:44pm
Posts: 7