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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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