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{{Infobox main|security
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<onlyinclude>{{infobox main|security|
| name = Mini-turret
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|name = Mini-turret
| image = ImprovisedTurretA16.png
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|image = ImprovisedTurretA16.png|Mini-turret
| description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.
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|description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.
| type = Building
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|type = Building
| type2 = Security
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|type2 = Security
| placeable = true
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|placeable = true
| path cost = 50
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|path cost = 50
| passability = pass through only
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|passability = pass through only
| cover = 0.4
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|cover = 0.4
| minifiable = true
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|minifiable = true
| size = 1 ˣ 1
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|size = 1 ˣ 1
| mass base = 8
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|mass base = 8
| flammability = 0.7
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|flammability = 0.7
| hp = 100
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|hp = 100
| sell price multiplier = 0.7
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|sell price multiplier = 0.7
| beauty = -20
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|beauty = -20
| power = -80
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|power = -80
| terrain affordance = light
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|terrain affordance = light
| research = gun turrets
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|research = gun turrets
| thingCategories = BuildingsSecurity
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|thingCategories = BuildingsSecurity
| skill 1 = Construction
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|skill 1 = Construction
| skill 1 level = 5
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|skill 1 level = 5
| work to make = 1800
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|work to make = 1800
| stuff tags = Metallic
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|stuff tags = Metallic
| resource 1 = Stuff
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|resource 1 = Stuff
| resource 1 amount = 30
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|resource 1 amount = 30
| resource 2 = Steel
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|resource 2 = Steel
| resource 2 amount = 70
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|resource 2 amount = 70
| resource 3 = Component
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|resource 3 = Component
| resource 3 amount = 3
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|resource 3 amount = 3
| damage = 12
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|damage = 12
| armorPenetration = 18
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|armorPenetration = 18
| range = 28.9
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|range = 28.9
| accuracyTouch = 77
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|accuracyTouch = 77
| accuracyShort = 70
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|accuracyShort = 70
| accuracyMedium = 45
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|accuracyMedium = 45
| accuracyLong = 24
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|accuracyLong = 24
| accuracyAvg = 54
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|accuracyAvg = 54
| mode = Burst
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|mode = Burst
| burst = 2
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|burst = 2
| burstTicks = 8
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|burstTicks = 8
| cooldown = 288
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|cooldown = 288
| velocity = 70
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|velocity = 70
| stoppingPower = 0.5
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|stoppingPower = 0.5
| DPS = DPS
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|DPS = DPS
 
}}
 
}}
 
The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies.
 
The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies.
  
 
== Acquisition ==
 
== Acquisition ==
Mini-turrets can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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Mini-turrets are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build, and requires [[Research#Gun turrets|Gun Turrets]] to be researched. Note that some [[Scenario system|scenarios]] start with it already researched.
  
 
Alternatively, turrets can be uninstalled and looted from various world sites.
 
Alternatively, turrets can be uninstalled and looted from various world sites.
  
== Summary ==
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==Summary==
The mini-turret uses the [[mini-turret gun]] 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 fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown.  It has a maximum range of {{P|Range}} tiles.
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A [[power]]ed mini-turret automatically fires with a [[mini-turret gun]] at any enemy entering its range of 24.9 tiles, if not set to Hold Fire. Turrets can also be stunned by [[EMP]] damage, and can't target pawns if there's [[blind smoke]] in the way. After firing 60 rounds, mini-turrets need to be reloaded with {{Icon small|steel||80}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this.
  
After firing 60 rounds, it needs to be reloaded with {{Icon Small|Steel||80}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this.
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The turret itself fires with an accuracy of 96%, equal to a Shooting skill of 8. It fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown. Enemies will only target turrets that are active, unless they are a [[raider]] with no other targets available (where they can attack any building).  
  
Mini-turrets ''do'' benefit from [[cover]], following the usual rules of adjacency and angle. The long standing bug regarding this mechanic has since been resolved as confirmed through empirical testing.<!-- This bug was, as mentioned, long standing, but also had been claimed to be fixed several times and had a number of compounding factors confusing the issue, such as displaying a non-existent accuracy penalty. Leave the clarification in for the near future - Harakoni -->
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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 mini-turrets do not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
  
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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=== Explosion ===
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Turrets have a 50% chance to explode when it reaches 20% health. The exploding turret will spark and emit a hissing sound shortly before exploding a {{ticks|240}} later. All nearby raiders will run in an attempt to get out of the blast radius (3 tiles) to keep their skin intact.
  
[[File:Turret_range_comparison.png|900px|thumb|center|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). <br>
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The explosion deals 50 [[Damage Types#Bomb|Bomb damage]] - which does 400 damage to [[wall]]s, 200 to plants and impassible buildings, 100 damage to all others structures and furniture, 50 damage to the slag chunks and components that drop, and around 50 damage across multiple body parts to all pawns unlucky enough to get caught in the explosion. Doors do not block the explosion.
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles. Values from 1.0.<br>
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[[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
Per-tile shooting accuracy isn't concerned in these accuracy values.]]
 
 
 
=== Explosion ===
 
Mini-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 3.9 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:Mini-turret explosive radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
 
  
 
== Analysis ==
 
== Analysis ==
{{See also|Defense structures#Turrets}}
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{{stub|section=1|reason=General viability/ turret structures / use cases}}
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{{see also|Defense structures#Turrets}}
  
A single turret isn't much firepower. Each mini-turret is roughly equal to a good [[short bow]] or normal [[recurve bow]] shot with 8 Shooting skill. Even when massed up, turrets are unlikely to handle raids on their own. But they can be useful.
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A single turret, or even a small group of them, isn't much firepower. Each mini-turret is roughly equal to a good [[short bow]] or normal [[recurve bow]] shot with 8 Shooting skill. However, the firepower adds up when they are massed together. Large colonies can use turrets in a [[Defense tactics#Killboxes|killbox]], where enemies funnel together to be shot at by full force. Just make sure that the turrets aren't too clumped together, or one explosion will take them all out.  
* In large numbers, turrets do add up. A group of turrets, ''when combined with colonists'', can make a meaningful difference.
 
* Mini-turrets are great as decoys. If a turret is closer to an enemy, enemies will often target it over your colonists. It's better for a [[doomsday rocket launcher]] to hit a turret than a colonist. Turning a turret's power off (such as with a [[power switch]]) will prevent [[manhunter]]s from attacking them.
 
  
: Turrets can also be used as explosive bait. While [[IED trap]]s are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range.
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Turrets are also great distractions. Raiders will often target a powered turret over a colonist, if it would be closer. Setting the turret to hold fire, or turning a turret's power off (such as with a [[power switch]]) will prevent [[manhunter]]s from destroying them.
  
[[Killbox]] structures are natural fits for turrets. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.
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Enemies that are ''unusually clever'', as well as sappers in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you ''don't'' want breachers to go (assuming you aren't using turrets as a main defense).
 
 
Enemies that are ''unusually clever'', as well as [[sapper]]s in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you ''don't'' want sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox near your colonist's bedrooms in order to lure sappers in.
 
  
 
=== Material ===
 
=== Material ===
{{Rewrite|section=1|reason=Make into proper paragraphs, expand etc}}
 
 
* You should expect turrets to be frequently replaced.
 
* You should expect turrets to be frequently replaced.
* Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower.
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* Steel is the most viable option early-game, but steel turrets aren't durable and won't sustained firepower.
* The most effective material is nominally plasteel. It has the most HP and is non-flammable. However, it is relatively high cost and is typically in high demand in armor, bionics, etc. Uranium is commonly received as a quest reward and is significantly less in demand, while offering similar performance.
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* The most effective material is plasteel. It has the most HP, is non-flammable, is somewhat easier than [[uranium]] to obtain mid-late game, and saves steel for other purposes.
* As mini-turrets only require {{Icon Small|Stuff||{{P|Resource 1 Amount}}}} [[stuff]], the cost of upgrading is relatively minor. Not including work to build, uranium only increases the cost by {{Icon Small|Silver||{{#expr: {{P|Resource 1 Amount}} * ({{Q|Uranium|Market Value Base #}} - {{Q|Steel|Market Value Base #}})}}}} while making the mini-turret significantly less likely to be destroyed. If the upgrade prevents destruction a single time, it has more than paid for itself. Should mini-turrets be retained past the early game, it is strongly suggested to upgrade them to uranium. Notably, either Uranium and Plasteel are required to withstand a single standard explosion without destruction, and the effect of the chance to wick at 20% health further incentivizes higher HP pools.  
 
  
{{Building Stats Table}}
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{{Building Material Table}}
  
 
=== Images ===
 
=== Images ===
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File:SilverTurret.png|Silver Mini-Turret
 
File:SilverTurret.png|Silver Mini-Turret
 
File:GoldenTurret.png|Golden Mini-Turret
 
File:GoldenTurret.png|Golden Mini-Turret
</gallery>
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</gallery>ve
  
 
== Graphs ==
 
== Graphs ==
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* [[Version/0.2.363|0.2.363]] - Made turret look and sound weak to match its functionality.
 
* [[Version/0.2.363|0.2.363]] - Made turret look and sound weak to match its functionality.
 
* Alpha 3 - '''Auto-turret''' renamed to '''Improvised Turret'''.
 
* Alpha 3 - '''Auto-turret''' renamed to '''Improvised Turret'''.
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Improvised turret''' to '''mini-turret'''. Power decreased from 350W and cost decreased, but now requires barrel changes.
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* Beta 19 - renamed from '''Improvised turret''' to '''mini-turret'''. Power decreased from 350W and costed decreased, but now requires barrel changes.
* 1.1 - Nerfed to fire a 2-round burst, down from 3.
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* 1.1 - it was nerfed to fire a 2-round burst, down from 3.
 
* [[Version/1.1.2569|1.1.2569]] - Range increased from 25 to 29.
 
* [[Version/1.1.2569|1.1.2569]] - Range increased from 25 to 29.
 
* [[Version/1.1.2618|1.1.2618]] - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
 
* [[Version/1.1.2618|1.1.2618]] - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
 
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
 
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
* Between [[Version/1.3.3117|1.3.3117]] and 1.4.3580 - Turrets now properly benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrated that mini-turrets did not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
 
  
 
<gallery>
 
<gallery>
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<references/>
 
<references/>
  
{{Nav|security|wide}}
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{{nav|security|wide}}
 
[[Category:Security]] [[Category:Turret]]
 
[[Category:Security]] [[Category:Turret]]

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