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− | {{ | + | <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 | ||
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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. | ||
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=== 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. | ||
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[[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. | ||
+ | : Turrets can also be used as faux "landmines". While [[IED trap]]s are generally more efficient, a turret which happens to explode can severely damage any raiders that attack it. | ||
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. | 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 === | ||
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* 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. |
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− | {{Building | + | {{Building Material Table}} |
=== Images === | === Images === | ||
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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'''. | ||
− | * | + | * 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). | ||
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<gallery> | <gallery> | ||
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<references/> | <references/> | ||
− | {{ | + | {{nav|security|wide}} |
[[Category:Security]] [[Category:Turret]] | [[Category:Security]] [[Category:Turret]] |