Difference between revisions of "Mini-turret"

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<onlyinclude>{{infobox main|security|
 
<onlyinclude>{{infobox main|security|
|name = Mini-turret
+
| name = Mini-turret
|image = ImprovisedTurretA16.png|Mini-turret
+
| 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
+
| type2 = Security
|placeable = true
+
| placeable = true
|path cost = 50
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| path cost = 50
|passability = pass through only
+
| passability = pass through only
|cover = 0.4
+
| 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
+
| hp = 100
|sell price multiplier = 0.7
+
| 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
+
| 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
+
| 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
+
| burstTicks = 8
|cooldown = 288
+
| cooldown = 288
|velocity = 70
+
| velocity = 70
|stoppingPower = 0.5
+
| stoppingPower = 0.5
|DPS = DPS
+
| 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 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.
+
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}}.
  
 
Alternatively, turrets can be uninstalled and looted from various world sites.
 
Alternatively, turrets can be uninstalled and looted from various world sites.
  
==Summary==
+
== Summary ==
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.
+
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]].  
  
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).  
+
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>
 
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.
 +
 +
[[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.]]
  
 
=== Explosion ===
 
=== Explosion ===
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).
+
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.
 
 
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.
 
 
[[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
 
[[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
  

Revision as of 03:28, 1 March 2023

Mini-turret

Mini-turret

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.

Base Stats

Type
BuildingSecurity
Mass
8 kg
Beauty
-20
HP
100
Flammability
70%
Path Cost
50

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light
Power
-80 W

Ranged Combat

Mode
Burst
Damage
12 dmg
Armor penetration
18%
Cooldown
288 ticks (4.8 secs)
Range
28.9 tile(s)
Accuracy
77% - 70% - 45% - 24%
Avg. accuracy
54%
Velocity
70 (m/s)
Burst Count
2 (per burst)
Burst Ticks
ticks (0.13 secs)
(450 RPM)
DPS
4.86 (2.63)
Stopping power
0.5

Creation

Required Research
Gun turrets
Skill Required
Construction 5
Work To Make
1,800 ticks (30 secs)
Stuff Tags
Metallic
Resources to make
Stuff 30 + Steel 70 + Component 3
Deconstruct yield
Stuff 15 + Steel 35 + Component 1 - 2
Destroy yield
Stuff 7 - 8 + Steel 17 - 18 + Component 0 - 1
Technical
thingCategories
BuildingsSecurity


The mini-turret is a stationary defense mechanism which fires at incoming enemies.

Acquisition

Mini-turrets can be constructed once the Gun turrets research project has been completed. They require Stuff 30 Stuff (Metallic), Steel 70 Steel, Component 3 Components, 1,800 ticks (30 secs) of work, and a Construction skill of 5.

Alternatively, turrets can be uninstalled and looted from various world sites.

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 28.9 tiles, but is unable to hit enemies within an 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 humans - the same is also true for the uranium slug turret.

After firing 60 rounds, it needs to be reloaded with 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, 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.[1]

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.

Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom).
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

Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for 240 ticks (4 secs) before exploding, dealing 50 Bomb damage in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against walls, 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.

Radius of mini-turret explosion visualized.

Analysis

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 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 can take them all out.

Turrets are also great distractions. If they are closer, raiders will most likely target a powered turret over a colonist. Turning a turret's power off (such as with a power switch) will prevent manhunters from attacking them.

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 sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox nearby your colonist's bedrooms in order to lure sappers in.

Material

  • 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.
  • 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.

Stats table

  • Mini-turret Mini-turret Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC -20 004,500 ticks (1.25 mins) 200 52.5% 270 Silver
    Gold Gold 0 001,620 ticks (27 secs) 60 28% 3,235 Silver
    Plasteel Plasteel -20 003,960 ticks (1.1 mins) 280 0% 515 Silver
    Silver Silver -14 001,800 ticks (30 secs) 70 28% 535 Silver
    Steel Steel -20 001,800 ticks (30 secs) 100 28% 290 Silver
    Uranium Uranium -20 003,420 ticks (57 secs) 250 0% 420 Silver
  • Images

    Graphs

    True DPS over Range

    Version history

    • 0.2.363 - Made turret look and sound weak to match its functionality.
    • 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 - it was nerfed to fire a 2-round burst, down from 3.
    • 1.1.2569 - Range increased from 25 to 29.
    • 1.1.2618 - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
    • 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).

    References