Difference between revisions of "Uranium slug turret"

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The '''uranium slug turret''' is a defensive turret. It has a long range of 45.9 tiles and is very accurate at range (98% accuracy per tile vs 96% for all others), but can't hit anything within 11.9 tiles. It is more accurate at long ranges than at close ranges. Like the [[autocannon turret]] though, the uranium slug turret's stopping power is almost non-existent despite its extremely high per-shot damage, not even being able to stagger [[human]]s. It can destroy arms and heads in a single shot. Useful against [[Centipede]]s and other tanky units (such as ones wearing [[power armor]])  because of its high Armor Penetration.
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The '''uranium slug turret''' is a defensive turret with very long range and shot damage, but with a wide blind zone.
  
Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them.  
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==Acquisition==
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Uranium slug turrets can be constructed once [[Research#Uranium slug turret|Uranium slug turret]] research has completed. They require {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to make.
  
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.
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==Summary==
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Uranium slug turrets use [[uranium slug cannon]]s. The shot is very powerful, over twice that of a [[sniper rifle]]. Armor penetration is also excellent, able to completely ignore the armor of a [[centipede]]. However, their stopping power is almost non-existent, unable to stagger [[human]]s. They have a long range of 45.9 tiles, and is very accurate - 98% accuracy per tile, vs. 96% for other bullet-firing turrets. However, they can not shoot targets within 11.9 tiles. Interestingly, it is more accurate at long ranges than short ranges.
  
After firing 30 slugs it needs to be reloaded by a hauler, costing:
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Despite the game displaying (as of [[Version/1.3.3117|version 1.3.3117]]) that they benefiting from cover, empirical testing demonstrates that this is false, and that uranium slug turrets do not benefit from cover at all. Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them.
*{{Icon small|Uranium||60}} [[uranium]] in Peaceful and Base Builder difficulty
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*{{Icon small|Uranium||90}} [[uranium]] in Medium difficulty
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After firing 30 slugs, it needs to be reloaded by a hauler, costing a [[difficulty]]-dependent amount of [[uranium]]:
*{{Icon small|Uranium||120}} [[uranium]] in Rough difficulty and above
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*{{Icon small|Uranium||60}} uranium in Peaceful and Base Builder difficulty
 
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*{{Icon small|Uranium||90}} uranium in Adventure Story difficulty
Its high armor penetration negates much of the armor points from any enemy.
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*{{Icon small|Uranium||120}} uranium in Strive to Survive difficulty and above
  
 
Uranium slug turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.
 
Uranium slug turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.
  
[[File:Radius big.png|thumb|center|Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.]]
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=== Graphs ===
 
 
== Usage ==
 
In the current version, it is too cost-inefficient to be practical against the majority of enemies- uranium is hard to come by, and the damage, while high compared to other weapons, is not enough to compensate for the cost.
 
 
 
Interestingly, it is more accurate at long ranges than short ranges; for best effects, pair it up with the other turrets to provide short-range firepower.
 
 
 
It works well to intercept heavily armored enemies, such as [[centipede]]s or raiders with [[marine armor]] as its extremely high armor penetration will negate much armor. However, due to its low accuracy at short distances it is unsuited for [[killbox]] use without a specially designed killbox.
 
 
 
Unlike the [[mini-turret]], this one can not be moved after it is built.
 
 
 
[[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.]]
 
 
 
==Cover bug==
 
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 uranium slug turrets do not benefit from cover at all.
 
== Graphs ==
 
 
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{| class="wikitable"
 
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| {{Weapon Iterated DPS Chart|Uranium slug cannon|Normal|0.98}}
 
| {{Weapon Iterated DPS Chart|Uranium slug cannon|Normal|0.98}}
 
|}
 
|}
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== Ananlysis ==
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Uranium slug turrets are expensive, from research time to build costs to ammo costs. Uranium is difficult to come by and expensive to buy, limiting colonies that can even use one at all. The damage, while high, is overkill against most raiders, making it impractical against most enemies. It works well against [[centipede]]s or radiers with [[power armor]].
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Unlike the [[mini-turret]], uranium slug turrets can not be moved after it is built.
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==Images==
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[[File:Radius big.png|thumb|center|Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.]]
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[[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>
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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.]]
  
 
== Version history ==
 
== Version history ==

Revision as of 22:46, 18 October 2022

Uranium slug turret

Uranium slug turret

An armor-piercing turret. Its ultra-dense uranium shells can punch through heavy armor, but it requires new uranium slugs to be loaded after use. It's more accurate at longer ranges, and can't fire at all close up. May explode when damaged.

Base Stats

Type
BuildingSecurity
Market Value
1445 Silver [Note]
Beauty
-20
HP
380
Flammability
70%
Path Cost
50

Building

Size
2 × 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Heavy
Power
-150 W

Ranged Combat

Mode
Single-Shot
Damage
55 dmg
Armor penetration
82%
Warm-Up
ticks (0 secs)
Cooldown
240 ticks (4 secs)
Range
45.9 tile(s)
Minimum Range
11.9 tiles
Accuracy
22% - 33% - 44% - 95%
Avg. accuracy
48.5%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
13.75 (6.67)
Stopping power
0.5

Creation

Required Research
Uranium slug turret
Skill Required
Construction 6
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 300 + Plasteel 30 + Uranium 60 + Component 6
Deconstruct yield
Steel 150 + Plasteel 15 + Uranium 30 + Component 3
Destroy yield
Steel 75 + Plasteel 7 - 8 + Uranium 15 + Component 1 - 2

The uranium slug turret is a defensive turret with very long range and shot damage, but with a wide blind zone.

Acquisition

Uranium slug turrets can be constructed once Uranium slug turret research has completed. They require Steel 300 Steel, Plasteel 30 Plasteel, Uranium 60 Uranium, Component 6 Components and take 15,000 ticks (4.17 mins) to make.

Summary

Uranium slug turrets use uranium slug cannons. The shot is very powerful, over twice that of a sniper rifle. Armor penetration is also excellent, able to completely ignore the armor of a centipede. However, their stopping power is almost non-existent, unable to stagger humans. They have a long range of 45.9 tiles, and is very accurate - 98% accuracy per tile, vs. 96% for other bullet-firing turrets. However, they can not shoot targets within 11.9 tiles. Interestingly, it is more accurate at long ranges than short ranges.

Despite the game displaying (as of version 1.3.3117) that they benefiting from cover, empirical testing demonstrates that this is false, and that uranium slug turrets do not benefit from cover at all. Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them.

After firing 30 slugs, it needs to be reloaded by a hauler, costing a difficulty-dependent amount of uranium:

  • Uranium 60 uranium in Peaceful and Base Builder difficulty
  • Uranium 90 uranium in Adventure Story difficulty
  • Uranium 120 uranium in Strive to Survive difficulty and above

Uranium slug turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.

Graphs

True DPS over Range

Ananlysis

Uranium slug turrets are expensive, from research time to build costs to ammo costs. Uranium is difficult to come by and expensive to buy, limiting colonies that can even use one at all. The damage, while high, is overkill against most raiders, making it impractical against most enemies. It works well against centipedes or radiers with power armor.

Unlike the mini-turret, uranium slug turrets can not be moved after it is built.

Images

Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.
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.

Version history

  • 0.19.2009 - Added.
  • 1.1.0 - received a massive nerf to damage (75 -> 30), nerf to armor penetration (112.5% -> 70%), reduced range (49.9 -> 39.9), increased reload cost (60 -> 80 baseline) and nerf to shooting accuracy (98.8% -> 98%).
  • 1.1.2618 - received a buff to damage (30 -> 45), increased range (39.9 -> 45.9), increased reload cost (80 -> 120) and reduced magazine capacity (40 -> 30).
  • 1.1.2624 - received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90).
  • 1.3.3200 - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.