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{{Infobox main|security
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<onlyinclude>{{infobox main|security|
 
| name = Mini-turret
 
| 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.
 
| 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.
  
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.
 
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 {{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.
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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-turret explosive radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
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[[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
  
 
== Analysis ==
 
== Analysis ==
{{See also|Defense structures#Turrets}}
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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.
 
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.
 
: 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.
 
 
 
[[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.
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: 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 ===
{{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.
 
* 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 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. If plasteel is in high demand, then uranium is a good substitute.
* 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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* [[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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