Editing Autocannon turret

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== Summary ==
 
== Summary ==
{{Image wanted|section=1|reason=Concise, small infographic of the cover bug}}
 
 
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.  
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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>
 
 
As of [[Version/1.4.3580|version 1.4.3580]], autocannon turrets do benefit from [[cover]] but only if the lower left corner of the turret is covered from the shooter as confirmed by [[:File:Big_turrets_partially_benefit_from_cover.jpg|empirical testing]]. In practice this means that the turret can '''only''' be in cover if engaged from the south-east, as pawns will target the nearest tile of the turret and cover only applies if it is directly adjacent to the targeted tile.  
 
  
 
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:Large turret explosion radius.png|thumb|center|Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]]
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[[File:Radius big.png|thumb|center|Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]]
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Exploiting/avoiding the cover bug in killbox/defense design}}
 
 
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.
 
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.
  
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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.
* Between [[Version/1.3.3117|1.3.3117]] and 1.4.3580 - Turrets now benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrated that turrets did not benefit at all. However, a new issue was introduced. See above.
 
 
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]] [[Category:Turret]]
 
[[Category:Security]] [[Category:Turret]]

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