Difference between revisions of "Mini-turret"
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==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. 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 | + | 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. 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). |
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> | ||
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This can also be adjusted in the [[storyteller settings]]. | This can also be adjusted in the [[storyteller settings]]. | ||
− | == Explosion == | + | === Explosion === |
[[File:Mini radius.png|thumb|right|300px|Radius of mini-turret explosion visualized.]] | [[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. | 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. | + | 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 == | == Analysis == | ||
{{see also|Defense structures#Turrets}} | {{see also|Defense structures#Turrets}} | ||
− | A single turret isn't much firepower | + | A single turret, or even a small group of them, isn't much firepower. Each 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 up. Large colonies can use turrets to [[Defense tactics#Killboxes|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 will take them all out. |
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. | 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. |
Revision as of 01:54, 18 November 2022
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
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%
- Velocity
- 70 (m/s)
- Burst Count
- 2 (per burst)
- Burst Ticks
- 8 ticks (0.13 secs)
(450 RPM) - DPS
- 4.86
- Stopping power
- 0.5
Creation
- Required Research
- Gun turrets
- Skill Required
- Construction 5
- Work To Make
- 1,800 ticks (30 secs)
- Stuff Tags
- Metallic
- thingCategories
- BuildingsSecurity
The mini-turret is a stationary defense mechanism which fires at incoming enemies.
Acquisition
Mini-turrets are constructed with 30 Stuff (Metallic, 300 for SMVs), 70 Steel, 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 active, 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:
- 40 steel in Peaceful and Base Builder difficulty
- 60 steel in Adventure Story difficulty
- 80 steel in Strive to Survive difficulty and above.
This can also be adjusted in the storyteller settings.
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 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, or even a small group of them, isn't much firepower. Each 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 up. Large colonies can use turrets to 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 will take them all out.
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, is somewhat easier than uranium to obtain mid-late game, and saves steel for other purposes.
Stats table
Mini-turret | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | -20 | ticks (1.25 mins) | 4,500200 | 52.5% | 270 |
Gold | 0 | ticks (27 secs) | 1,62060 | 28% | 3,235 |
Plasteel | -20 | ticks (1.1 mins) | 3,960280 | 0% | 515 |
Silver | -14 | ticks (30 secs) | 1,80070 | 28% | 535 |
Steel | -20 | ticks (30 secs) | 1,800100 | 28% | 290 |
Uranium | -20 | ticks (57 secs) | 3,420250 | 0% | 420 |
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.