Editing Uranium slug 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 72: Line 72:
 
== Analysis ==
 
== Analysis ==
 
{{Stub|section=1|reason=Exploiting/avoiding the cover bug in killbox/defense design}}
 
{{Stub|section=1|reason=Exploiting/avoiding the cover bug in killbox/defense design}}
Uranium slug turrets are expensive, with high research requirement and high ammo costs. Getting enough [[uranium]] to use the turrets is difficult, at least until you have either [[ground-penetrating scanner]]s or [[long-range mineral scanner]]s. In return, they don't offer much firepower. Turrets in general aren't strong - you should not expect them to defeat raids on their own. In any case, [[autocannon turret]]s are often the more practical choice.
+
Uranium slug turrets are expensive, with high research costs and high ammo costs. Getting sufficient amounts of [[uranium]] is difficult, until you have access to either [[ground-penetrating scanner]]s or [[long-range mineral scanner]]s. Turrets in general are not very strong. Outside of the easier [[difficulties]], you shouldn't expect turrets to defeat raids on their own. They are best used to support colonists, rather than replace colonists. If you are using turrets, then [[autocannon turret]]s are generally a more practical choice.
  
Autocannons are cheaper, yet have better raw {{DPS}} - to the vast majority of targets - until past 25 tiles of range. To make the comparison worse, the uranium slug turret has a tendency to overkill. It deals 55 damage per shot, but a human's largest body part, the torso, only has 40 HP. This leads to wasted overkill damage. Thus, even against armored humans, the autocannon may outperform. Against [[centipedes]] and other heavy mechanoids, the uranium turret ends up being stronger, due to higher {{AP}} and lack of overkill damage.
+
For a turret, the uranium turret is weak for its price point. Autocannons are cheaper and do more raw {{DPS}} - to the majority of targets - until past 25 tiles of range. In addition, the uranium slug turret has a tendency to overkill. It deals 55 damage per shot, but a human's largest body part, the torso, only has 40 HP. This results in wasted damage, which results in the autocannon generally outperforming (against humans) at all ranges the autocannon can reach. Against [[centipede]]s and other heavy mechanoids, where damage isn't wasted, the uranium slug turret ends up being a stronger option due to {{AP}}.
  
The real niches of the uranium slug turret are its massive range and {{AP}}. With 45.9 tiles of range, it outranges every enemy in the game. Unlike most weapons, this turret gets more accurate the further away a target is, performing the best around 35-45 tiles. The high AP is useful against heavy mechs and armored humans, which other turrets can struggle with.
+
The real niches of the uranium slug turret are its massive range and its massive {{AP}}. With 45.9 tiles of range, the uranium slug cannon outranges every enemy in the game. And unlike most weapons in the game, the uranium slug turret ''increases'' in accuracy as you get further away; it is most effective at 35 - 45 tiles of distance. AP is extremely high, able to completely ignore the armor of any [[mechanoid]] in the game.
  
Due to their impracticality, uranium slug turrets are relegated to the late-game / end-game, where the uranium cost is no longer an issue. It performs great against high-armor targets from far away. Since uranium turrets are most accurate from far away, you'll want to design any [[killbox]]es around that fact. Give space to place your turrets, but place them out of line of your colonists to avoid [[friendly fire]]. Also, due to their range, uranium turrets remain effective outside of a killbox.
+
Overall, uranium slug turrets are relegated to the late-game and end-game, where its uranium cost is no longer an issue. It performs great against high-armor targets, which colonists and other turrets are most likely to struggle with. Since uranium turrets are most accurate from far away, you'll want to design any [[killbox]]es around that fact. Give space to place your turrets, but place them out of line of your colonists to avoid [[friendly fire]]. And due to its range, uranium turrets are effective outside of a killbox.
  
 
== Graphs ==
 
== Graphs ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: