Editing Uranium slug turret
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== Summary == | == Summary == | ||
− | + | The uranium slug turret uses the [[autocannon]] weapon. In addition to the weapon's accuracy, the turret itself has a per-tile [[shooting accuracy]] of 98% or equivalent to a [[Shooting]] skill of 14. It has a maximum range of {{P|Range}} tiles, but is unable to hit enemies within an {{P|Minimum Range}} tile radius. These ranges are centered on the lower left tile of the turret, regardless of orientation. Despite its damage, the uranium slug turret's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[autocannon turret]]. | |
− | The uranium slug turret uses the [[ | ||
After firing 30 slugs, it needs to be reloaded with {{Icon Small|Uranium||60}} [[uranium]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | After firing 30 slugs, it needs to be reloaded with {{Icon Small|Uranium||60}} [[uranium]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | ||
− | Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. | + | Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. And as of [[Version/1.3.3117|version 1.3.3117]], turrets don't benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrates that turrets do not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref> |
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Like all turrets, they cannot target enemies through [[blind smoke]] and are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned. | Like all turrets, they cannot target enemies through [[blind smoke]] and are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned. | ||
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Uranium slug turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for {{ticks|240}} before exploding, dealing 50 [[Damage Types#Bomb|Bomb damage]] in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against [[wall]]s, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation. | Uranium slug turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for {{ticks|240}} before exploding, dealing 50 [[Damage Types#Bomb|Bomb damage]] in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against [[wall]]s, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation. | ||
− | [[File: | + | [[File:Radius big.png|thumb|center|Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.]] |
== Analysis == | == Analysis == | ||
− | {{ | + | {{rewrite|section=1|reason=General - value proposition individually and turrets generally, proper analysis vs autocannon with actual testing and conclusion, etc.}} |
− | Uranium slug turrets are expensive, | + | Uranium slug turrets are expensive, from research time to build costs to ammo costs. Uranium is difficult to come by and expensive to buy, limiting colonies that can even use one at all. The damage, while high, is overkill against most raiders, making it impractical against most enemies. It works well against [[centipede]]s or radiers with [[power armor]]. |
− | + | Unlike the [[mini-turret]], uranium slug turrets can not be moved after it is built. | |
− | + | Interestingly, it becomes more accurate ranges increase, and thus ideally would be placed where it can consistently shoot at targets from its maximum {{P|Range}} tile range, however without other targets for them to engage, enemies will attempt to close to much shorter ranges. Placing colonists or other turrets further up, with uranium slug turrets further away but out of line to prevent [[friendly fire]], solves this issue. | |
− | + | Raw DPS is weaker than the [[autocannon turret]]s, but this is before considering armor penetration, range, or the uranium slug's higher damage per shot, which is more likely to destroy organs. | |
== Graphs == | == Graphs == | ||
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* [[Version/1.1.2624|1.1.2624]] - Received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90). | * [[Version/1.1.2624|1.1.2624]] - Received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90). | ||
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44. Turret ammo cost is no longer factored by difficulty. | * [[Version/1.3.3200|1.3.3200]] - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44. Turret ammo cost is no longer factored by difficulty. | ||
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{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] [[Category:Turret]] | [[Category:Security]] [[Category:Turret]] |