Editing Autocannon turret
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== Summary == | == Summary == | ||
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The autocannon turret uses the [[autocannon]] weapon. In addition to the weapon's accuracy, the turret itself has a per-tile [[shooting accuracy]] of 96% or equivalent to a [[Shooting]] skill of 8. 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 autocannon's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[uranium slug turret]]. | The autocannon turret uses the [[autocannon]] weapon. In addition to the weapon's accuracy, the turret itself has a per-tile [[shooting accuracy]] of 96% or equivalent to a [[Shooting]] skill of 8. 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 autocannon's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[uranium slug turret]]. | ||
After firing 90 rounds, it needs to be reloaded with {{Icon Small|Steel||180}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | After firing 90 rounds, it needs to be reloaded with {{Icon Small|Steel||180}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | ||
− | Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them. | + | Since autocannons 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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Autocannon 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. | Autocannon 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 autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]] |
== Analysis == | == Analysis == | ||
− | + | In general, turrets are not very strong for their price. Outside of the easier [[difficulties]], you shouldn't expect turrets to defeat raids on their own. They are best used when massed up, to support colonists, rather than replace colonists. | |
− | In general, turrets are not very strong for their price. Outside of the easier [[difficulties]], you shouldn't expect turrets to defeat raids on their own. They are best used when to support colonists, rather than replace colonists. | ||
− | Autocannons are a general purpose turret. They can be useful in [[killbox]]es, where turrets can be massed together | + | Autocannons are a general purpose turret. They can be useful in [[killbox]]es, where turrets can be massed together. In an open field, the autocannon's low accuracy makes it less viable. |
− | If you want automated firepower, autocannon turrets are usually your best bet. Other turrets have their niches beyond firepower, however | + | If you want automated firepower, autocannon turrets are usually your best bet. Other turrets have their niches beyond firepower, however: |
− | * [[Mini-turret]]s offer less firepower at most ranges. 4 mini-turrets | + | * [[Mini-turret]]s offer less firepower at most ranges. 4 mini-turrets offer less {{DPS}} past 12 tiles of range. The advantage of mini-turrets is that they are effective distractions. They are cheap, meaning they are great for taking fire.' |
− | * [[Uranium slug turret]]s are not strict upgrades. The autocannon actually outdamages the uranium slug turret until 25 tiles of range (before {{AP}}). Even then, since the uranium slug turret has a tendency to overkill, they are almost always worse against human targets. The uranium slug turret's advantages are the massive range and massive {{AP}}. They are | + | * [[Uranium slug turret]]s are not strict upgrades. The autocannon actually outdamages the uranium slug turret until 25 tiles of range (before {{AP}}). Even then, since the uranium slug turret has a tendency to overkill, they are almost always worse against human targets. The uranium slug turret's advantages are the massive range and massive {{AP}}. They are effective against [[centipede]]s and other heavy targets. |
== Graphs == | == Graphs == | ||
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* [[Version/1.1.2618|1.1.2618]] - Damage and armor penetration was increased (20 -> 25, 30% -> 37.5%). | * [[Version/1.1.2618|1.1.2618]] - Damage and armor penetration was increased (20 -> 25, 30% -> 37.5%). | ||
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. Turret ammo cost is no longer factored by difficulty. | * [[Version/1.3.3200|1.3.3200]] - Damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. 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]] |