Difference between revisions of "Turret"
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'''Turrets''' are automatic defenses that fire at enemies within range. They require [[power]] to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty. | '''Turrets''' are automatic defenses that fire at enemies within range. They require [[power]] to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty. | ||
− | There are three varieties | + | There are three play varieties: |
− | *[[Mini-turret]] | + | *[[Mini-turret]] - weak and short ranged but small and cheap. Uses the [[mini-turret gun]] |
− | *[[Autocannon turret]] | + | *[[Autocannon turret]] - powerful and fast firing with a medium range and cost. Uses the [[autocannon]] |
− | *[[Uranium slug turret]] | + | *[[Uranium slug turret]] - slow firing and costly but with very high damage, range and accuracy. Uses the [[uranium slug cannon]] |
+ | *[[Mortar]] - a manned turret-like structure that fires explosive [[mortar shell]] that must be crafted, bought, or scavenged. Powerful with a map wide range that ignores LoS, but inaccurate and slow. | ||
Additionally, there are also: | Additionally, there are also: | ||
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*[[Mechanoid_cluster#Defenses|Auto inferno turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | *[[Mechanoid_cluster#Defenses|Auto inferno turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | ||
*[[Mechanoid_cluster#Defenses|Auto charge blaster turret ]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | *[[Mechanoid_cluster#Defenses|Auto charge blaster turret ]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | ||
*[[Mechanoid_cluster#Defenses|Mini-slugger turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | *[[Mechanoid_cluster#Defenses|Mini-slugger turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. | ||
− | *[[Mechanoid_cluster#Defenses|Auto mortar]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. . Always hostile, never needs rearming. Fires a projectile like the mortar but | + | *[[Mechanoid_cluster#Defenses|Auto mortar]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. . Always hostile, never needs rearming. Fires a projectile like the mortar but is otherwise more similar to the other mechanoid turrets. |
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{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] | [[Category:Security]] | ||
{{disambiguation}} | {{disambiguation}} |
Revision as of 09:29, 24 October 2021
Turrets are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
There are three play varieties:
- Mini-turret - weak and short ranged but small and cheap. Uses the mini-turret gun
- Autocannon turret - powerful and fast firing with a medium range and cost. Uses the autocannon
- Uranium slug turret - slow firing and costly but with very high damage, range and accuracy. Uses the uranium slug cannon
- Mortar - a manned turret-like structure that fires explosive mortar shell that must be crafted, bought, or scavenged. Powerful with a map wide range that ignores LoS, but inaccurate and slow.
Additionally, there are also:
- Auto inferno turret - defends Mechanoid clusters. Always hostile, never needs rearming.
- Auto charge blaster turret - defends Mechanoid clusters. Always hostile, never needs rearming.
- Mini-slugger turret - defends Mechanoid clusters. Always hostile, never needs rearming.
- Auto mortar - defends Mechanoid clusters. . Always hostile, never needs rearming. Fires a projectile like the mortar but is otherwise more similar to the other mechanoid turrets.