Difference between revisions of "Mini-turret"

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m (Updated costs and added mass)
(Partial re-write. Kept bits that are still relevant for A16. All info up to date now.)
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{{rewrite}}
 
 
<onlyinclude>
 
<onlyinclude>
 
{{infobox main|security|
 
{{infobox main|security|
 
|name = Improvised turret
 
|name = Improvised turret
|image = AutoTurret.png|Improvised turret
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|image = ImprovisedTurretA16.png|Improvised turret
 
|description = An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.
 
|description = An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.
 
|type = Security{{!}}Security
 
|type = Security{{!}}Security
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| beauty = -60
 
| beauty = -60
 
}}</onlyinclude>
 
}}</onlyinclude>
 +
=Overview=
 +
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 25.9 tile radius around the turret. The turret is a 3-round burst weapon which has no warmup time required to fire, but has a woefully long 5.15 second cooldown period after firing. While turrets are somewhat underwhelming on their own; large groups of turrets are able to incapacitate or kill hostiles within seconds.
  
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.
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In order to construct Improvised Turrets, you need to research [[Research#GunTurrets|gun turrets]], which in turn requires [[Research#MicroelectronicsBasics|microelectronics basics]] to be researched. Gun Turrets is pre-researched if you choose to start off with the 'Rich Explorer' scenario, and you can also implement Gun Turrets as a starting research in a custom scenario.
  
The turret can be upgraded to a 4-round burst through [[Research|researching Gun Turret Cooling]] at a [[research bench]], though this research is no longer available in Alpha 13
 
  
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.
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''A visual representation of an Improvised Turret: The red carpets represent the explosion radius, the white carpets represent the turret's range''<br>
 +
[[File:TurretVisualRepresentation.png|300px|Visual Representation of an Improvised Turret]]
  
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.
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=Tactics=
 +
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.
  
The explosion radius:
+
When building a turret, there's a 50% chance that it will never explode; regardless of what amount of health it's at. Normally; a turret will spark and emit a hissing sound that increases in pitch, once it drops to or below 20% of its maximum HP (e.g. a Steel Improvised Turret will begin hissing at 20/100 Hit Points), and explode a few seconds later. When a turret's about to explode, all nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.
  
[[File:Turret_explosion_(alpha8).png]]
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When a Turret explodes; it does 200 damage to all structures within its radius, 50 damage to the slag chunks and components that drop, and typically 12-36 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion - but it will sometimes do 48 damage too.
[[File:Turret explosion radius.jpg]]
 
  
 +
===Example of an Explosion===
 +
''Trogo is attacking a Steel Turret with his Awful Wooden Shiv. It's at 21 HP, but it's still fine.'' <br>
 +
[[File:Turret21HP.png|200px|Turret at 21 HP]]
  
  
Video demonstration:[http://youtu.be/FKiICV1xh2g RimWorld Improvised Turret - Explosion Concepts & Mechanics - Demo & Explanation]
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''The turret's now at 20 HP and begins to spark and hiss - Trogo's in danger.'' <br>
 +
[[File:TurretSparking.png|200px|Turret is now sparking]]
  
 +
''The turret has now exploded: Trogo's wounded, structures are damaged - all hell's let loose. Took several screenshots and merged them into one image to demonstrate the full extent of the damage.'' <br>
 +
[[File:ExplosionDamagesEdited.png|439px|Turret has now exploded]]
 +
 +
=Materials=
 +
Naturally, Turrets come in 5 flavours: Shocking Steel, Perfect Plasteel, Unaffordable Uranium, Stunning Silver, and Glorious Gold. Regardless of what material's used; turrets will always give out -60 beauty - so don't even consider building your turrets out of Gold, or even Silver; they'll have more of an impact on colony wealth (therefore increasing the size of raids), while doing less for you by having less Hit Points.
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 +
{| {{STDT| sortable c_25 text-center}}
 +
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) !! Market Value || Beauty
 +
|-
 +
| style="text-align:left;" | Steel || 175 {{Icon Small|steel}} || 3 {{Icon Small|components}} || 100 || 20 || 425 {{Icon Small|silver}} ||-60
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|-
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| style="text-align:left;" | Plasteel || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 75 {{Icon Small|plasteel}} || 280 || 10 || 1,335 {{Icon Small|silver}} ||-60
 +
|-
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| style="text-align:left;" | Uranium || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|uranium}} || 250 || 0 || 9,280 {{Icon Small|silver}} ||-60
 +
|-
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| style="text-align:left;" | Silver || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|silver}} || 70 || 20 || 1,775 {{Icon Small|silver}} ||-60
 +
|-
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| style="text-align:left;" | Gold || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|gold}} || 60 || 20 || 15,270 {{Icon Small|silver}} ||-60
 +
|}
 +
 +
The most effective material to use which is also worthwhile is naturally Plasteel: It has the most HP, very low flammability, is somewhat easier to obtain mid-late game, and saves Steel for other things (e.g. power generators, weapons) - especially as you should expect Turrets to be frequently replaced, and Uranium is too rare and expensive to be practical. Steel is the most viable option early-game, but it's advisable to switch them out for Plasteel Turrets as soon as you can, as Steel Turrets aren't very durable and therefore can't withstand sustained gunfire.
  
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 15:48, 25 December 2016

Improvised turret

Improvised turret

An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.

Base Stats

Type
Security
Beauty
-60
HP
100

Building

Size
1
Placeable
Yes
Power
-350 W

Overview

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 psychotic animals which enter within a 25.9 tile radius around the turret. The turret is a 3-round burst weapon which has no warmup time required to fire, but has a woefully long 5.15 second cooldown period after firing. While turrets are somewhat underwhelming on their own; large groups of turrets are able to incapacitate or kill hostiles within seconds.

In order to construct Improvised Turrets, you need to research gun turrets, which in turn requires microelectronics basics to be researched. Gun Turrets is pre-researched if you choose to start off with the 'Rich Explorer' scenario, and you can also implement Gun Turrets as a starting research in a custom scenario.


A visual representation of an Improvised Turret: The red carpets represent the explosion radius, the white carpets represent the turret's range
Visual Representation of an Improvised Turret

Tactics

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.

When building a turret, there's a 50% chance that it will never explode; regardless of what amount of health it's at. Normally; a turret will spark and emit a hissing sound that increases in pitch, once it drops to or below 20% of its maximum HP (e.g. a Steel Improvised Turret will begin hissing at 20/100 Hit Points), and explode a few seconds later. When a turret's about to explode, all nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.

When a Turret explodes; it does 200 damage to all structures within its radius, 50 damage to the slag chunks and components that drop, and typically 12-36 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion - but it will sometimes do 48 damage too.

Example of an Explosion

Trogo is attacking a Steel Turret with his Awful Wooden Shiv. It's at 21 HP, but it's still fine.
Turret at 21 HP


The turret's now at 20 HP and begins to spark and hiss - Trogo's in danger.
Turret is now sparking

The turret has now exploded: Trogo's wounded, structures are damaged - all hell's let loose. Took several screenshots and merged them into one image to demonstrate the full extent of the damage.
Turret has now exploded

Materials

Naturally, Turrets come in 5 flavours: Shocking Steel, Perfect Plasteel, Unaffordable Uranium, Stunning Silver, and Glorious Gold. Regardless of what material's used; turrets will always give out -60 beauty - so don't even consider building your turrets out of Gold, or even Silver; they'll have more of an impact on colony wealth (therefore increasing the size of raids), while doing less for you by having less Hit Points.

Material Steel Cost Cost Hit Points Flammability (%) Market Value Beauty
Steel 175 Steel 3 Components 100 20 425 Silver -60
Plasteel 100 Steel 3 Components + 75 Plasteel 280 10 1,335 Silver -60
Uranium 100 Steel 3 Components + 1,500 Uranium 250 0 9,280 Silver -60
Silver 100 Steel 3 Components + 1,500 Silver 70 20 1,775 Silver -60
Gold 100 Steel 3 Components + 1,500 Gold 60 20 15,270 Silver -60

The most effective material to use which is also worthwhile is naturally Plasteel: It has the most HP, very low flammability, is somewhat easier to obtain mid-late game, and saves Steel for other things (e.g. power generators, weapons) - especially as you should expect Turrets to be frequently replaced, and Uranium is too rare and expensive to be practical. Steel is the most viable option early-game, but it's advisable to switch them out for Plasteel Turrets as soon as you can, as Steel Turrets aren't very durable and therefore can't withstand sustained gunfire.