Editing Turret pack
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 41: | Line 41: | ||
The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by [[aiming time]]) up to 22.9 tiles away. The turret pack itself disappears after use; there's no reloading, only making new ones. | The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by [[aiming time]]) up to 22.9 tiles away. The turret pack itself disappears after use; there's no reloading, only making new ones. | ||
− | The "tactical turret" thrown is like a shorter-range steel [[mini-turret]]: same 100 hp, same weapon stats (bursts of 2 shots each dealing 12 damage with cooldown 4.8 seconds; same accuracy profile, armor piercing, stopping power, etc.) except that the range is 20 instead of 29. It | + | The "tactical turret" thrown is like a shorter-range steel [[mini-turret]]: same 100 hp, same weapon stats (bursts of 2 shots each dealing 12 damage with cooldown 4.8 seconds; same accuracy profile, armor piercing, stopping power, etc.) except that the range is 20 instead of 29. It has 5 hours of battery life (which lasts 5 hours whether it's shooting or not). Its flammability (70%) is actually higher than a steel mini-turret (28%). Like other turrets, when it goes below 20% hp, it has a chance to explode. |
The turret benefits from [[cover]]; take that into account when placing it. | The turret benefits from [[cover]]; take that into account when placing it. |