Difference between revisions of "Autocannon turret"

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m (Made a note about autocannons being effective against Scythers.)
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It can be useful in [[killbox]]es where it is more likely to hit, by bringing enemies closer together and putting them in range.
 
It can be useful in [[killbox]]es where it is more likely to hit, by bringing enemies closer together and putting them in range.
  
Due to their high damage output, autocannons can be effective at mowing down [[mechanoid]] [[scyther]]s when grouped, provided you can lure them within range; their [[charge lance]]s are otherwise able to outrange them by roughly 4 tiles.
+
Due to their high damage output, autocannons can be effective at mowing down [[lancer]]s when grouped, provided you can lure them within its effective range; their [[charge lance]]s are otherwise able to outrange them by roughly 4 tiles.
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 02:19, 26 August 2018

Autocannon turret

Autocannon turret

A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged.

Base Stats

Type
Security
Mass
150 kg
Beauty
-20
HP
450

Building

Size
2
Placeable
Yes
Power
-160 W

Ranged Combat

Cooldown
210 ticks (3.5 secs)

The autocannon turret is a defense structure that fires a burst of high damage shells. It has a maximum range of 32.9 tiles, but cannot hit enemies within an 8.9 tile radius.

After firing 90 rounds it requires a barrel change, costing 120 steel.

Usage

Its use is not cost-effective as its shots are rather expensive, averaging 1.33 steel each. In addition, despite its long range, its low accuracy makes it unable to make the most out of it.

It can be useful in killboxes where it is more likely to hit, by bringing enemies closer together and putting them in range.

Due to their high damage output, autocannons can be effective at mowing down lancers when grouped, provided you can lure them within its effective range; their charge lances are otherwise able to outrange them by roughly 4 tiles.