Difference between revisions of "Mini-turret"

From RimWorld Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
{{Rewrite|reason='''Outdated information and both better analysis and standardization of format are needed'''}}<onlyinclude>{{infobox main|security|
+
<onlyinclude>{{infobox main|security|
 
|name = Mini-turret
 
|name = Mini-turret
 
|image = ImprovisedTurretA16.png|Mini-turret
 
|image = ImprovisedTurretA16.png|Mini-turret
Line 58: Line 58:
 
As of [[Version/1.3.3117|version 1.3.3117]], despite displaying in the mouse-over box as benefiting from [[cover]], empirical testing demonstrates that this is false and mini-turrets do not benefit from cover at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
 
As of [[Version/1.3.3117|version 1.3.3117]], despite displaying in the mouse-over box as benefiting from [[cover]], empirical testing demonstrates that this is false and mini-turrets do not benefit from cover at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
  
A
+
===Ammo===
tfer firing 60 rounds, mini-turrets requires a barrel change to be performed by a hauler, costing:
+
After firing 60 rounds, mini-turrets requires a barrel change to be performed by a hauler. This costs a [[difficulty]]-depending amount of [[steel]]:
 
*{{Icon Small|Steel||40}} [[steel]] in Peaceful and Base Builder difficulty
 
*{{Icon Small|Steel||40}} [[steel]] in Peaceful and Base Builder difficulty
*{{Icon Small|Steel||60}} [[steel]] in Strive to Survive difficulty
+
*{{Icon Small|Steel||60}} [[steel]] in Adventure Story difficulty
*{{Icon Small|Steel||80}} [[steel]] in Blood and Dust difficulty and above.
+
*{{Icon Small|Steel||80}} [[steel]] in Strive to Survive difficulty and above.
  
 +
This can also be adjusted in the [[storyteller settings]].
  
 +
== Explosion ==
 +
[[File:Mini radius.png|thumb|right|300px|Radius of mini-turret explosion visualized.]]
 +
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.
 +
 +
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.
  
 +
== Analysis ==
 +
{{see also|Defense structures#Turrets}}
  
 +
A single turret isn't much firepower - each turret is roughly equal to a good [[short bow]] or normal [[recurve bow]] of 8 Shooting skill. However, the firepower adds up when massed up. Just make sure that the turrets aren't too clumped together, or one explosion will take them all out. Large colonies can use turrets to [[Defense tactics#Killboxes|killbox]], where enemies funnel together to be shot at by full force.
 +
 +
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.
 +
 +
=== 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 sustained firepower.
 +
* The most effective material is plasteel. It has the most HP, is non-flammable (as of v1.2), is somewhat easier to obtain mid-late game, and saves steel for other purposes.
  
 +
{{Building Material Table}}
  
 
=== Images ===
 
=== Images ===
Line 77: Line 94:
 
File:GoldenTurret.png|Golden Mini-Turret
 
File:GoldenTurret.png|Golden Mini-Turret
 
</gallery>ve
 
</gallery>ve
 
 
 
==== Materials ====
 
* The Mini-turret is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.
 
* You should expect turrets to be frequently replaced.
 
* The most effective material is plasteel. It has the most HP, is non-flammable (as of v1.2), is somewhat easier to obtain mid-late game, and saves steel for other purposes.
 
* Steel is the most viable option early-game, but it's advisable to switch them out for plasteel turrets as soon as you can, as steel turrets aren't very durable and therefore can't withstand sustained gunfire.
 
** Silver and gold are poor material choices due to their poor durability and extremely high cost. Uranium is too rare and expensive to be practical.
 
 
 
 
== Usage ==
 
{{see also|Defense structures#Turrets}}
 
 
Used alone or in small numbers, mini-turrets do not provide much additional firepower. However, raiders will often target the turret instead of the colonists if it is closer to them, shielding the colonists from harm until the turret is destroyed. However, attackers will not take an unpowered turret as a primary target. The firepower of the turrets adds up when massed together, to the point where turrets alone can sometimes beat back even massive raids. Larger colonies often build a "[[Defense tactics#Killboxes|killbox]]": An entrance area designed to funnel raiders where turrets can do maximum damage while the raiders' own ability to fight back is minimized. Raiders with long ranged weapons can snipe mini-turrets from outside its range, so forcing them into close range with walls or terrain is recommended.
 
 
The accuracies listed in the infobox are for the base weapon, the [[Mini-turret gun]] - similar to weapons used by pawns both the weapon's accuracy and the pawn's [[Shooting Accuracy]] combine to make the true accuracy. In this instance, the Mini-Turret has a Shooting Accuracy of 96%, equivalent to a pawn with a [[Skills#Shooting|shooting skill]] of 8.
 
 
 
== Turret explosion ==
 
[[File:Mini radius.png|thumb|right|300px|Radius of mini-turret explosion visualized.]]
 
 
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.
 
 
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. Due to this, it's best to space out groups of turrets so that one exploding doesn't create a chain reaction. This is somewhat less of a risk with Plasteel turrets. Doors do not block the explosion.
 
 
{{Building Material Table}}
 
  
 
== Graphs ==
 
== Graphs ==

Revision as of 01:51, 18 November 2022

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 are constructed with Stuff 30 Stuff (Metallic), Steel 70 Steel, Component 3 Components and take 1,800 ticks (30 secs) to build, and requires Gun Turrets to be researched. Note that some scenarios start with it already researched.

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

Summary

A powered 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. 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 firing, unless they are a raider with no other targets available (where they can attack any building).

As of version 1.3.3117, despite displaying in the mouse-over box as benefiting from cover, empirical testing demonstrates that this is false and mini-turrets do not benefit from cover at all.[1]

Ammo

After firing 60 rounds, mini-turrets requires a barrel change to be performed by a hauler. This costs a difficulty-depending amount of steel:

  • Steel 40 steel in Peaceful and Base Builder difficulty
  • Steel 60 steel in Adventure Story difficulty
  • Steel 80 steel in Strive to Survive difficulty and above.

This can also be adjusted in the storyteller settings.

Explosion

Radius of mini-turret explosion visualized.

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 240 ticks (4 secs) later. All nearby raiders will run in an attempt to get out of the blast radius (3 tiles) to keep their skin intact.

The explosion deals 50 Bomb damage - which does 400 damage to walls, 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.

Analysis

A single turret isn't much firepower - each turret is roughly equal to a good short bow or normal recurve bow of 8 Shooting skill. However, the firepower adds up when massed up. Just make sure that the turrets aren't too clumped together, or one explosion will take them all out. Large colonies can use turrets to killbox, where enemies funnel together to be shot at by full force.

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 manhunters from destroying them.

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 sustained firepower.
  • The most effective material is plasteel. It has the most HP, is non-flammable (as of v1.2), is somewhat easier 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

    ve

    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.