Difference between revisions of "Auto charge turret"
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An '''auto charge turret''' is a large turret that appears in [[mech cluster]]s. | An '''auto charge turret''' is a large turret that appears in [[mech cluster]]s. | ||
− | == | + | == Occurrence == |
− | {{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. | + | {{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc.}} |
== Summary == | == Summary == | ||
{{See also|Light charge blaster}} | {{See also|Light charge blaster}} | ||
− | Auto charge turrets are equipped with a [[light charge blaster]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8. | + | Auto charge turrets are equipped with a [[light charge blaster]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8. Like all turrets, auto charge turrets are unable to target any pawn that has one or more tiles of [[blind smoke]] between the turret and them. |
− | When damaged | + | When damaged below 20% of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 5.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets. |
Like all mech cluster buildings, auto charge turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack. | Like all mech cluster buildings, auto charge turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack. | ||
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== Analysis == | == Analysis == | ||
− | {{Stub|section=1}} | + | {{Stub|section=1|reason=smoke tactics, breach axes, the directional nature of its range radius allows for safe sniper rifle}} |
+ | Like all mech cluster turrets, it is not possible to out-range an auto charge turret, but just like with pawn weapons, accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is an effective strategy for dealing with any mech cluster turret. | ||
+ | |||
+ | Each shot from an auto charge turret deals a surprisingly large amount of damage, surpassing the [[mini-slugger turret]] in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately, its accuracy is less then stellar at any range, which, if combined with player-built fortifications, or in a pinch, stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean the turret up. The final nail in its coffin, however, is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a [[jump pack]] or [[bionic leg|bionic legs]] can help greatly here). | ||
+ | |||
== Graphs == | == Graphs == | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 41: | Line 45: | ||
| {{Weapon Iterated DPS Chart|light charge blaster|Normal|0.96}} | | {{Weapon Iterated DPS Chart|light charge blaster|Normal|0.96}} | ||
|} | |} | ||
+ | |||
+ | == Version history == | ||
+ | * ? - Added | ||
+ | * [[Version/1.2.2753|1.2.2753]] - Fix: Auto Charge Turret fires when stunned | ||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]][[Category:Turret]] | [[Category:Mechanoids]][[Category:Turret]] |
Latest revision as of 22:19, 4 July 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Auto charge turret
A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.
Base Stats
- Type
- Building – Mechanoid cluster
- Mass
- 100 kg
- Beauty
- -20
- HP
- 180
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
An auto charge turret is a large turret that appears in mech clusters.
Occurrence[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Spawning mechanics, combat power, terrain affordance etc.. |
Summary[edit]
Auto charge turrets are equipped with a light charge blaster. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a Shooting Accuracy of 96%, equivalent to a Shooting skill of 8. Like all turrets, auto charge turrets are unable to target any pawn that has one or more tiles of blind smoke between the turret and them.
When damaged below 20% of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding 240 ticks (4 secs) later, dealing 50 Bomb damage in a 5.9 tile radius around itself. See the Damage Types page for a list of multipliers applied to this damage when applied to different targets.
Like all mech cluster buildings, auto charge turrets not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto charge turrets must be destroyed for the mech cluster to be defeated.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: smoke tactics, breach axes, the directional nature of its range radius allows for safe sniper rifle. |
Like all mech cluster turrets, it is not possible to out-range an auto charge turret, but just like with pawn weapons, accuracy decreases with distance, so standing at max range behind cover with a sniper rifle is an effective strategy for dealing with any mech cluster turret.
Each shot from an auto charge turret deals a surprisingly large amount of damage, surpassing the mini-slugger turret in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately, its accuracy is less then stellar at any range, which, if combined with player-built fortifications, or in a pinch, stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean the turret up. The final nail in its coffin, however, is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a jump pack or bionic legs can help greatly here).
Graphs[edit]
True DPS over Range |
---|
Version history[edit]
- ? - Added
- 1.2.2753 - Fix: Auto Charge Turret fires when stunned