Editing Mini-turret
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | <onlyinclude>{{infobox main|security| |
| name = Mini-turret | | name = Mini-turret | ||
− | | image = ImprovisedTurretA16.png | + | | 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. | | 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 | | type = Building | ||
Line 54: | Line 54: | ||
== Summary == | == 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. | + | 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, 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 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. | 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. | ||
− | + | 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. | 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. | ||
[[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> | [[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> | ||
− | 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 | + | 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.]] |
− | |||
=== Explosion === | === 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 {{ | + | 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 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:Mini | + | [[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]] |
== Analysis == | == Analysis == | ||
− | {{ | + | {{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. | 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. | ||
* In large numbers, turrets do add up. A group of turrets, ''when combined with colonists'', can make a meaningful difference. | * 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. | * 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. | ||
− | |||
− | |||
− | |||
[[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. | [[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. | ||
Line 84: | Line 80: | ||
=== Material === | === Material === | ||
− | |||
* 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. | * Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower. | ||
− | * The most effective material is | + | * 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. If plasteel is in high demand, then uranium is a good substitute. |
− | |||
− | {{Building | + | {{Building Material Table}} |
=== Images === | === Images === | ||
Line 112: | Line 106: | ||
* [[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'''. | ||
− | * | + | * Beta 19 - renamed from '''Improvised turret''' to '''mini-turret'''. Power decreased from 350W and costed decreased, but now requires barrel changes. |
− | * 1.1 - | + | * 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). | ||
− | |||
<gallery> | <gallery> | ||
Line 126: | Line 119: | ||
<references/> | <references/> | ||
− | {{ | + | {{nav|security|wide}} |
[[Category:Security]] [[Category:Turret]] | [[Category:Security]] [[Category:Turret]] |