Board Thread:Suggestions/@comment-31524869-20161024225311

Maybe bring the turret back that is fairly reasonable and encounterable for the zombie team, while equally useful to the Survivor's. The Automated Turret Mk. II is a slightly improved version to the previous model in the original R2D.

BIO:

Walkspeed: N/A [Immobile - Duh]

Weapon Upgrades: Pump-Action (Enables to fire Buckshots) or Semi-Auto (Enables to fire 9mm bullets)

Attacks: Buckshot Rounds [ Shotgun rounds | Pump Action (60 HP Damage per shot) ] or 9mm Rounds [ Pistol rounds | Semi Automatic (26 HP Damage per shot) ]

Range: 200 (or lower)

Weaponspeed: Pump-Action [ Slow ] | Semi-Auto [ Fast ]

Health: 150 HP [ Not Repairable or Refillable ]

Set Up: Once per Round - cannot be near zombie spawn locations

Price: $27,950 (Pernament Keep in an Item Slot or not? - if not, then $10,750 per purchase - not purchaseable in round store)

Rank: Level 20+

Turret Set Up Time: Roughly 8 seconds, very vulnerable to zombie attacks until set up.

Facings: The turret can only look around until 45 degree's from left, centre, right then back, it cannot turn 90 degree's or a full 360 degree turn.

Theory Description: Developed, programmed and distributed to militaries by Swedish Companies when the outbreak reached, the first Mk.I Automated Turret made a substantial success on improving Survivor's chances to combat against the rising dead at bay, without the cost of a human life. With newer foes to combat with, the fear how it will be overthrown has taken action to develop the Mk.II Automated Turret. Fitted to have the weapon of a Pump-Action Trench Gun, or a Semi-Automated Pistol, this improved version is slowly being distributed to those that have the cash, but directly to Military Personel. With zombies adapting to these changes, it may not be best to leave them on their own when in some cases, needs a human being to deal with while not good at defending itself from behind.

Encountering:

Zombies - Fighting against a turret is menacing enough, but it can be countered if willing tickers would use their explodable tanks and make some impacts to disable the turret for good. Brutes should take caution, either from Buckshot or 9mm, it is still a powerful tool, use the club [Hold E], and damage the turret. The turret cannot turn a full 90 degree angle to cover the back, use this to your advantage.

Survivors - The turret is not your bait trap, it is a tool to help fight with you. While it cannot defend itself from behind, you will have to dedicate to defend the machine while it covers your side. these things are not currently REPAIRABLE, once destroyed, their gone, and will not be available to be bought in shop. Setting one up is very time consuming, if you got partners, they should cover your back at all times until the turret is in place.



TIPS:

- Place in Hallway's or small spacious area's for great effect

- Fire does no effect, but still recieves explosions from Elelmentals

- Very fragile to Brute Club / Weapon Slam

- Can be damaged by Ticker Tank Explosion

- It cannot regenerate health or repair itself or by another

- It is one of the most priciest items

- It takes very long to set up, not to mention vulnerability

[ Remember, just another suggestion, I do like the turrets in the original R2D. Maybe, if approved and of course, changed appropriately, these would live up to the dreams of available items in the Store Section. ]

- Qwerty-To-Twelve 