Difference between revisions of "Autocannon turret"

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{{Rewrite|reason=Format standardisation}}{{infobox main|security|
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{{infobox main|security|
 
| name = Autocannon turret
 
| name = Autocannon turret
 
| image = Autocannon.png|Autocannon turret
 
| image = Autocannon.png|Autocannon turret
| description = "A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged."
+
| description = A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged.
| type = Security
+
| type = Building
| placeable = Yes
+
| type2 = Security
 +
| placeable = true
 +
| path cost = 50
 +
| passability = pass through only
 +
| cover = 0.5
 +
| minifiable = false
 
| size = 2 ˣ 2
 
| size = 2 ˣ 2
 +
| flammability = 0.7
 
| hp = 380
 
| hp = 380
| cover = 0.5
+
| beauty = -20
| flammability = 0.7
 
| mass base = 100
 
 
| power = -150
 
| power = -150
| beauty = -20
+
| terrain affordance = heavy
| damage = 25
+
| research = autocannon turret
| armorPenetration = 37.5
+
| skill 1 = Construction
 +
| skill 1 level = 6
 +
| work to make = 15000
 +
| resource 1 = Steel
 +
| resource 1 amount = 350
 +
| resource 2 = Plasteel
 +
| resource 2 amount = 40
 +
| resource 3 = Component
 +
| resource 3 amount = 6
 +
| damage = 27
 +
| armorPenetration = 40
 
| range = 32.9
 
| range = 32.9
 
| minrange = 8.9
 
| minrange = 8.9
| accuracyTouch = 25
+
| accuracyTouch = 28
| accuracyShort = 65
+
| accuracyShort = 72
| accuracyMedium = 60
+
| accuracyMedium = 66
| accuracyLong = 45
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| accuracyLong = 50
| accuracyAvg = 52.3
 
 
| mode = Burst
 
| mode = Burst
 
| burst = 3
 
| burst = 3
Line 28: Line 41:
 
| stoppingPower = 0.5
 
| stoppingPower = 0.5
 
| DPS = DPS
 
| DPS = DPS
| research = Autocannon turret
 
| work to make = 15000
 
| resource 1 = Steel
 
| resource 1 amount = 350
 
| resource 2 = Plasteel
 
| resource 2 amount = 40
 
| resource 3 = Component
 
| resource 3 amount = 6
 
| skill 1 = Construction
 
| skill 1 level = 6
 
 
}}
 
}}
The '''autocannon turret''' is a defense structure that fires a burst of medium-damage shells. It has a maximum range of 32.9 tiles, but a per-tile accuracy of only 96% and cannot hit enemies within an 8.9 tile radius. Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[uranium slug turret]].
+
The '''autocannon turret''' is a defense structure that fires a burst of medium-damage shells.  
 +
 
 +
== Acquisition ==
 +
{{Acquisition}}
  
Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them.
+
== Summary ==
 +
{{Image wanted|section=1|reason=Concise, small infographic of the cover bug}}
 +
Autocannon 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 autocannon turret uses the [[autocannon]] 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 has a maximum range of {{P|Range}} tiles, but is unable to hit enemies within an {{P|Minimum Range}} tile radius. These ranges are centered on the lower left tile of the turret, regardless of orientation.  Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[uranium slug turret]].  
  
It is built with {{Required Resources}} and takes {{Ticks|{{P|Work To Make}}}} to build.
+
After firing 90 rounds, it needs to be reloaded with {{Icon Small|Steel||180}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this.
  
After firing 90 rounds it requires a barrel change to be performed by a hauler, costing:
+
Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them.
*90 steel in Peaceful and Base Builder difficulty
 
*135 steel in Medium difficulty
 
*180 steel in Rough difficulty and above
 
  
Autocannon turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.
+
As of [[Version/1.4.3580|version 1.4.3580]], autocannon turrets do benefit from [[cover]] but only if the lower left corner of the turret is covered from the shooter as confirmed by [[:File:Big_turrets_partially_benefit_from_cover.jpg|empirical testing]]. In practice this means that the turret can '''only''' be in cover if engaged from the south-east, as pawns will target the nearest tile of the turret and cover only applies if it is directly adjacent to the targeted tile.  
  
[[File:Radius big.png|thumb|center|Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]]
+
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.
  
== Usage ==
+
[[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.]]
  
It can be useful in [[killbox]]es where it is more likely to hit, by bringing enemies closer together and putting them in range, but otherwise its use is not cost-effective in an open field as its low accuracy makes it unlikely to land shots at range, and it costs quite some steel for each shot.
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=== Explosion ===
 +
Autocannon 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 5.9 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.
  
Due to their damage output, autocannons can be effective at mowing down [[lancer]]s when grouped, provided you can lure them within its effective range, otherwise the autocannons will have trouble hitting them. Autocannons are also somewhat effective at dishing out damage against large targets such as [[centipede]]s since the accuracy bonus from their body size significantly offsets the autocannon's lower accuracy, though centipede weapons can make relatively short work of autocannons too.
+
[[File:Large turret explosion radius.png|thumb|center|Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]]
  
[[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>
+
== Analysis ==
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.]]
+
{{Stub|section=1|reason=Exploiting/avoiding the cover bug in killbox/defense design}}
 +
In general, turrets are not very strong for their price. Outside of the easier [[difficulties]], you shouldn't expect turrets to defeat raids on their own. They are best used when to support colonists, rather than replace colonists.
 +
 
 +
Autocannons are a general purpose turret. They can be useful in [[killbox]]es, where turrets can be massed together. However, they are quite costly. In an open field, the autocannon's low accuracy makes it less viable.  
  
==Cover bug==
+
If you want automated firepower, autocannon turrets are usually your best bet. Other turrets have their niches beyond firepower, however.
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 autocannon turrets do not benefit from cover at all.
+
* [[Mini-turret]]s offer less firepower at most ranges. 4 mini-turrets output less {{DPS}} than 1 autocannon, beyond 12 tiles of range. The advantage of mini-turrets is that they are effective distractions. They are cheap and disposable, meaning they are great for taking attacks from enemies. Mini-turrets also have the benefit of being harder to hit.
 +
* [[Uranium slug turret]]s are not strict upgrades. The autocannon actually outdamages the uranium slug turret until 25 tiles of range (before {{AP}}). Even then, since the uranium slug turret has a tendency to overkill, they are almost always worse against human targets. The uranium slug turret's advantages are the massive range and massive {{AP}}. They are highly effective against [[centipede]]s and other armored targets.
  
 
== Graphs ==
 
== Graphs ==
Line 75: Line 86:
  
 
== Version history ==
 
== Version history ==
* Beta 19/1.0 - added.
+
* [[Version/0.19.2009|0.19.2009]] - Added.
* 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline).
+
* 1.1 - Its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline).
* [[Version/1.1.2618|1.1.2618]] - damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).
+
* [[Version/1.1.2618|1.1.2618]] - Damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).
 +
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. Turret ammo cost is no longer factored by difficulty.
 +
* Between [[Version/1.3.3117|1.3.3117]] and 1.4.3580 - Turrets now benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrated that turrets did not benefit at all. However, a new issue was introduced. See above.
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
[[Category:Security]]
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[[Category:Security]] [[Category:Turret]]

Latest revision as of 21:05, 25 September 2024

Autocannon turret

Autocannon turret

A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged.

Base Stats

Type
BuildingSecurity
Market Value
1270 Silver [Note]
Beauty
-20
HP
380
Flammability
70%
Path Cost
50 (21%)

Building

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

Ranged Combat

Mode
Burst
Damage
27 dmg
Armor penetration
40%
Cooldown
210 ticks (3.5 secs)
Range
32.9 tile(s)
Minimum Range
8.9 tiles
Accuracy
28% - 72% - 66% - 50%
Velocity
88 (m/s)
Burst Count
3 (per burst)
Burst Ticks
17 ticks (0.28 secs)
(211.76 RPM)
DPS
19.92
Stopping power
0.5

Creation

Required Research
Autocannon turret
Skill Required
Construction 6
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 350 + Plasteel 40 + Component 6
Deconstruct yield
Steel 175 + Plasteel 20 + Component 3
Destroy yield
Steel 87 - 88 + Plasteel 10 + Component 1 - 2

The autocannon turret is a defense structure that fires a burst of medium-damage shells.

Acquisition[edit]

Autocannon turrets can be constructed once the autocannon turret research project has been completed. Each requires Steel 350 Steel, Plasteel 40 Plasteel, Component 6 Components, 15,000 ticks (4.17 mins) of work modified by the construction speed of the builder, and a construction skill of 6.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Autocannon 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 autocannon turret uses the autocannon 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 has a maximum range of 32.9 tiles, but is unable to hit enemies within an 8.9 tile radius. These ranges are centered on the lower left tile of the turret, regardless of orientation. Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger humans - the same is also true for the uranium slug turret.

After firing 90 rounds, it needs to be reloaded with Steel 180 steel by a hauler. This can be adjusted in the storyteller settings, but all default difficulty settings do not alter this.

Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them.

As of version 1.4.3580, autocannon turrets do benefit from cover but only if the lower left corner of the turret is covered from the shooter as confirmed by empirical testing. In practice this means that the turret can only be in cover if engaged from the south-east, as pawns will target the nearest tile of the turret and cover only applies if it is directly adjacent to the targeted tile.

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.

Explosion[edit]

Autocannon 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 5.9 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 autocannon turret explosion. Note the slight offset from the 'true' center of the turret.

Analysis[edit]

In general, turrets are not very strong for their price. Outside of the easier difficulties, you shouldn't expect turrets to defeat raids on their own. They are best used when to support colonists, rather than replace colonists.

Autocannons are a general purpose turret. They can be useful in killboxes, where turrets can be massed together. However, they are quite costly. In an open field, the autocannon's low accuracy makes it less viable.

If you want automated firepower, autocannon turrets are usually your best bet. Other turrets have their niches beyond firepower, however.

  • Mini-turrets offer less firepower at most ranges. 4 mini-turrets output less DPS than 1 autocannon, beyond 12 tiles of range. The advantage of mini-turrets is that they are effective distractions. They are cheap and disposable, meaning they are great for taking attacks from enemies. Mini-turrets also have the benefit of being harder to hit.
  • Uranium slug turrets are not strict upgrades. The autocannon actually outdamages the uranium slug turret until 25 tiles of range (before AP). Even then, since the uranium slug turret has a tendency to overkill, they are almost always worse against human targets. The uranium slug turret's advantages are the massive range and massive AP. They are highly effective against centipedes and other armored targets.

Graphs[edit]

True DPS over Range

Version history[edit]

  • 0.19.2009 - Added.
  • 1.1 - Its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline).
  • 1.1.2618 - Damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).
  • 1.3.3200 - Damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. Turret ammo cost is no longer factored by difficulty.
  • Between 1.3.3117 and 1.4.3580 - Turrets now benefit from cover. Despite displaying in the mouse-over box as such, empirical testing demonstrated that turrets did not benefit at all. However, a new issue was introduced. See above.