Difference between revisions of "Mini-turret"

From RimWorld Wiki
Jump to navigation Jump to search
m (Just did a little clean-up, mostly grammatical. ~ Setokaiva)
 
(166 intermediate revisions by 25 users not shown)
Line 1: Line 1:
{{rewrite}}
+
{{Infobox main|security
<onlyinclude>
+
| name = Mini-turret
{{infobox main|security|
+
| image = ImprovisedTurretA16.png
|name = Improvised turret
+
| description = 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.
|image = AutoTurret.png|Improvised turret
+
| type = Building
|description = A weak improvised turret that automatically fires at nearby enemies. Explodes when damaged.
+
| type2 = Security
|type = Security{{!}}Security
+
| placeable = true
|placeable = Yes
+
| path cost = 50
|size = 1|1
+
| passability = pass through only
|hp = 110
+
| cover = 0.4
|power = -350
+
| minifiable = true
|buy = {{icon|metal|150}}
+
| size = 1 ˣ 1
|sell = {{icon|metal|112}}
+
| mass base = 8
| beauty = -60
+
| flammability = 0.7
}}</onlyinclude>
+
| hp = 100
 +
| sell price multiplier = 0.7
 +
| beauty = -20
 +
| power = -80
 +
| terrain affordance = light
 +
| research = gun turrets
 +
| thingCategories = BuildingsSecurity
 +
| skill 1 = Construction
 +
| skill 1 level = 5
 +
| work to make = 1800
 +
| stuff tags = Metallic
 +
| resource 1 = Stuff
 +
| resource 1 amount = 30
 +
| resource 2 = Steel
 +
| resource 2 amount = 70
 +
| resource 3 = Component
 +
| resource 3 amount = 3
 +
| damage = 12
 +
| armorPenetration = 18
 +
| range = 28.9
 +
| accuracyTouch = 77
 +
| accuracyShort = 70
 +
| accuracyMedium = 45
 +
| accuracyLong = 24
 +
| mode = Burst
 +
| burst = 2
 +
| burstTicks = 8
 +
| cooldown = 288
 +
| velocity = 70
 +
| stoppingPower = 0.5
 +
| DPS = DPS
 +
}}
 +
The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies.
  
The '''improvised turret''' is a stationary defense mechanism which fires at any enemy pawns which enter its firing range. It will automatically target any [[raiders]] or [[Animals|psychotic animals]] which enter within a 25 square radius around the turret. The turret is a 3-round burst weapon with absolutely no time required to aim before it shoots, but a rather lengthy reload period. While somewhat weak on its own, large groups of turrets are able to incapacitate or kill hostiles within seconds.
+
== Acquisition ==
 +
{{Acquisition}}
  
The turret can be upgraded to a 4-round burst through [[Research|researching Gun Turret Cooling]] at a [[research bench]].
+
Alternatively, turrets can be uninstalled and looted from various world sites.
  
When the hit points of the turret drop to 28 or less, a metallic sound will be heard and it will begin to spark and hiss. Shortly thereafter, the turret will explode, wounding all pawns and causing 300 damage to all [[structure]]s within the blast radius. Placing two turrets within blast range of one another may cause both turrets to explode in a chain if there is no wall in the way of the blast. For this reason, it is not recommended to place colonists, turrets, load-bearing [[Structures|walls]], or important [[power conduit]]s within a three-square radius of a turret.
+
== Summary ==
 +
Mini-turrets automatically shoot at enemies within range so long as they are [[power]]ed and have sufficient ammunition. They only shoot at enemies of their faction, including manhunting animals but not animals hunting pawns or faction animals for food. They are capable of [[friendly fire]]. The mini-turret uses the [[mini-turret gun]] weapon. In addition to the weapon's accuracy, the turret itself has a per-tile [[shooting accuracy]] of 96% or equivalent 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.  It has a maximum range of {{P|Range}} tiles.
  
Used alone or in small numbers, turrets do not provide much additional firepower. However, raiders will often target the turret instead of the colonists if it is closer to them, shielding the colonists from harm until the turret is destroyed. However, the firepower of the turrets adds up when massed together, to the point where turrets alone can sometimes beat back even massive raids. Larger colonies often build a "killbox", an entrance area designed to funnel raiders where turrets can do maximum damage while the raiders' own ability to fight back is minimized. Using [[Sandbags]] to protect your turrets can be a solid tactic in either case.
+
After firing 60 rounds, it needs to be reloaded with {{Icon Small|Steel||80}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this.
  
The explosion radius:
+
Mini-turrets ''do'' benefit from [[cover]], following the usual rules of adjacency and angle. The long-standing bug regarding this mechanic has since been resolved as confirmed through empirical testing.<!-- This bug was, as mentioned, long standing, but also had been claimed to be fixed several times and had a number of compounding factors confusing the issue, such as displaying a non-existent accuracy penalty. Leave the clarification in for the near future - Harakoni -->
  
[[File:Turret explosion radius.jpg]]
+
Like all turrets, they cannot target enemies through [[blind smoke]] and are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.
  
 +
[[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.<br>
 +
Per-tile shooting accuracy isn't concerned in these accuracy values.]]
  
 +
=== Explosion ===
 +
Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for {{Ticks|240}} before exploding, dealing 50 [[Damage Types#Bomb|Bomb damage]] in a 3.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against [[wall]]s, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation.
 +
[[File:Mini-turret explosive radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
  
Video demonstration:[http://youtu.be/FKiICV1xh2g RimWorld Improvised Turret - Explosion Concepts & Mechanics - Demo & Explanation]
+
== Analysis ==
 +
{{See also|Defense structures#Turrets}}
  
 +
A single turret isn't much firepower. Each mini-turret is roughly equal to a good [[short bow]] or normal [[recurve bow]] shot with 8 Shooting skill. Even when massed up, turrets are unlikely to handle raids on their own. But they can be useful.
 +
* In large numbers, turrets do add up. A group of turrets, ''when combined with colonists'', can make a meaningful difference.
 +
* Mini-turrets are great as decoys. If a turret is closer to an enemy, enemies will often target it over your colonists. It's better for a [[doomsday rocket launcher]] to hit a turret than a colonist. Turning a turret's power off (such as with a [[power switch]]) will prevent [[manhunter]]s from attacking them.
  
 +
: Turrets can also be used as explosive bait. While [[IED trap]]s are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range.
  
{{nav|security|wide}}
+
[[Killbox]] structures are natural fits for turrets. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.
[[Category:Security]]
+
 
 +
Enemies that are ''unusually clever'', as well as [[sapper]]s in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you ''don't'' want sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox near your colonist's bedrooms in order to lure sappers in.
 +
 
 +
=== Material ===
 +
{{Rewrite|section=1|reason=Make into proper paragraphs, expand etc}}
 +
* 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 survive sustained firepower.
 +
* The most effective material is nominally plasteel. It has the most HP and is non-flammable. However, it is relatively high cost and is typically in high demand in armor, bionics, etc. Uranium is commonly received as a quest reward and is significantly less in demand, while offering similar performance.
 +
* As mini-turrets only require {{Icon Small|Stuff||{{P|Resource 1 Amount}}}} [[stuff]], the cost of upgrading is relatively minor. Not including work to build, uranium only increases the cost by {{Icon Small|Silver||{{#expr: {{P|Resource 1 Amount}} * ({{Q|Uranium|Market Value Base #}} - {{Q|Steel|Market Value Base #}})}}}} while making the mini-turret significantly less likely to be destroyed. If the upgrade prevents destruction a single time, it has more than paid for itself. Should mini-turrets be retained past the early game, it is strongly suggested to upgrade them to uranium. Notably, either Uranium and Plasteel are required to withstand a single standard explosion without destruction, and the effect of the chance to wick at 20% health further incentivizes higher HP pools.
 +
 
 +
{{Building Stats Table}}
 +
 
 +
=== Images ===
 +
<gallery>
 +
File:SteelTurret.png|Steel Mini-Turret
 +
File:PlasteelTurret.png|Plasteel Mini-Turret
 +
File:UraniumTurret.png|Uranium Mini-Turret
 +
File:SilverTurret.png|Silver Mini-Turret
 +
File:GoldenTurret.png|Golden Mini-Turret
 +
</gallery>
 +
 
 +
== Graphs ==
 +
{| class="wikitable"
 +
|-
 +
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range
 +
|-
 +
| {{Weapon Iterated DPS Chart|Mini-turret gun|Normal|0.96}}
 +
|}
 +
 
 +
== Version history ==
 +
* [[Version/0.2.363|0.2.363]] - Made turret look and sound weak to match its functionality.
 +
* Alpha 3 - '''Auto-turret''' renamed to '''Improvised Turret'''.
 +
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Improvised turret''' to '''mini-turret'''. Power decreased from 350W and cost decreased, but now requires barrel changes.
 +
* 1.1 - Nerfed to fire a 2-round burst, down from 3.
 +
* [[Version/1.1.2569|1.1.2569]] - Range increased from 25 to 29.
 +
* [[Version/1.1.2618|1.1.2618]] - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
 +
* [[Version/1.3.3200|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. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
 +
* Between [[Version/1.3.3117|1.3.3117]] and 1.4.3580 - Turrets now properly benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrated that mini-turrets did not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
 +
 
 +
<gallery>
 +
AutoTurret.png|Original sprite of the auto-turret and improvised turret.
 +
</gallery>
 +
 
 +
== References ==
 +
<references/>
 +
 
 +
{{Nav|security|wide}}
 +
[[Category:Security]] [[Category:Turret]]

Latest revision as of 05:27, 28 August 2024

Mini-turret

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

Type
BuildingSecurity
Mass
8 kg
Beauty
-20
HP
100
Flammability
70%
Path Cost
50 (21%)

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
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
Resources to make
Stuff 30 + Steel 70 + Component 3
Deconstruct yield
Stuff 15 + Steel 35 + Component 1 - 2
Destroy yield
Stuff 7 - 8 + Steel 17 - 18 + Component 0 - 1
Technical
thingCategories
BuildingsSecurity


The mini-turret is a stationary defense mechanism which fires at incoming enemies.

Acquisition[edit]

Mini-turrets can be constructed once the gun turrets research project has been completed. Each requires Stuff 30 Stuff (Metallic, 300 for SMVs), Steel 70 Steel, Component 3 Components, 1,800 ticks (30 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 5.

Alternatively, turrets can be uninstalled and looted from various world sites.

Summary[edit]

Mini-turrets automatically shoot at enemies within range so long as they are powered and have sufficient ammunition. They only shoot at enemies of their faction, including manhunting animals but not animals hunting pawns or faction animals for food. They are capable of friendly fire. The mini-turret uses the mini-turret gun weapon. In addition to the weapon's accuracy, the turret itself has a per-tile shooting accuracy of 96% or equivalent 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. It has a maximum range of 28.9 tiles.

After firing 60 rounds, it needs to be reloaded with Steel 80 steel by a hauler. This can be adjusted in the storyteller settings, but all default difficulty settings do not alter this.

Mini-turrets do benefit from cover, following the usual rules of adjacency and angle. The long-standing bug regarding this mechanic has since been resolved as confirmed through empirical testing.

Like all turrets, they cannot target enemies through blind smoke and are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.

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.
Per-tile shooting accuracy isn't concerned in these accuracy values.

Explosion[edit]

Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for 240 ticks (4 secs) before exploding, dealing 50 Bomb damage in a 3.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against walls, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation.

Radius of mini-turret explosion visualized.

Analysis[edit]

A single turret isn't much firepower. Each mini-turret is roughly equal to a good short bow or normal recurve bow shot with 8 Shooting skill. Even when massed up, turrets are unlikely to handle raids on their own. But they can be useful.

  • In large numbers, turrets do add up. A group of turrets, when combined with colonists, can make a meaningful difference.
  • Mini-turrets are great as decoys. If a turret is closer to an enemy, enemies will often target it over your colonists. It's better for a doomsday rocket launcher to hit a turret than a colonist. Turning a turret's power off (such as with a power switch) will prevent manhunters from attacking them.
Turrets can also be used as explosive bait. While IED traps are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range.

Killbox structures are natural fits for turrets. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.

Enemies that are unusually clever, as well as sappers in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you don't want sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox near your colonist's bedrooms in order to lure sappers in.

Material[edit]

  • 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 survive sustained firepower.
  • The most effective material is nominally plasteel. It has the most HP and is non-flammable. However, it is relatively high cost and is typically in high demand in armor, bionics, etc. Uranium is commonly received as a quest reward and is significantly less in demand, while offering similar performance.
  • As mini-turrets only require Stuff 30 stuff, the cost of upgrading is relatively minor. Not including work to build, uranium only increases the cost by Silver 123 while making the mini-turret significantly less likely to be destroyed. If the upgrade prevents destruction a single time, it has more than paid for itself. Should mini-turrets be retained past the early game, it is strongly suggested to upgrade them to uranium. Notably, either Uranium and Plasteel are required to withstand a single standard explosion without destruction, and the effect of the chance to wick at 20% health further incentivizes higher HP pools.

Stats table

  • Mini-turret Mini-turret Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC -20 004,500 ticks (1.25 mins) 200 52.5% 270 Silver
    Gold Gold 0 001,620 ticks (27 secs) 60 28% 3,235 Silver
    Plasteel Plasteel -20 003,960 ticks (1.1 mins) 280 0% 515 Silver
    Silver Silver -14 001,800 ticks (30 secs) 70 28% 535 Silver
    Steel Steel -20 001,800 ticks (30 secs) 100 28% 290 Silver
    Uranium Uranium -20 003,420 ticks (57 secs) 250 0% 420 Silver
  • Images[edit]

    Graphs[edit]

    True DPS over Range

    Version history[edit]

    • 0.2.363 - Made turret look and sound weak to match its functionality.
    • Alpha 3 - Auto-turret renamed to Improvised Turret.
    • 0.19.2009 - Renamed from Improvised turret to mini-turret. Power decreased from 350W and cost decreased, but now requires barrel changes.
    • 1.1 - 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. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
    • Between 1.3.3117 and 1.4.3580 - Turrets now properly benefit from cover. Despite displaying in the mouse-over box as such, empirical testing demonstrated that mini-turrets did not benefit at all.[1]

    References[edit]