Difference between revisions of "Mini-turret"

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Revision as of 06:30, 4 January 2018


Mini-turret gun

Mini-turret gun

A simple automatic gun made to be mounted on a turret.

Base Stats

Type
EquipmentWeapons
Weapon Class
Industrial
Mass
5.00 kg

Ranged Combat

Mode
Burst
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
ticks (0 secs)
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

The mini-turret gun is a turret-only ranged weapon. It is the main armament of the mini-turret. It fires a 2-round burst that deals modest damage with a long cooldown.

This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

Acquisition

Mini-turret guns spawn on all mini-turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

Version history

  • Beta 19 - renamed from called "Improvised turret gun".
  • 1.1 - it was nerfed to fire a 2-round burst, down from 3.
  • 1.1.2569 - range was increased from 25 to 29.
  • 1.1.2618 - 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.



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
Mass
100 kg
Beauty
-60
HP
100

Building

Size
1
Placeable
Yes
Power
-350 W

Ranged Combat

Cooldown
309 ticks (5.15 secs)

The improvised turret is a stationary defense mechanism which automatically fires at any enemies (psychotic animals / raiders) entering its range of 25.9 tile radius. It fires a 3-round burst with no need for warmup, has a slow 5.15 second cooldown and 96% per-tile accuracy. While turrets are somewhat underwhelming on their own, large groups of turrets are able to incapacitate or kill small groups of hostiles within seconds.

It has a target size of 68% making them harder to hit.

Turrets have a 50% chance of exploding when it reaches 20% health.

Construction

Constructing the turret requires research in microelectronics basics and gun turrets (some scenarios have Gun Turrets already researched).

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

Material Steel Cost Cost Hit Points Flammability (%) Market Value Beauty
Steel 175 Steel 3 Components 100 20 405 Silver -60
Plasteel 100 Steel 3 Components + 75 Plasteel 280 10 1,320 Silver -60
Uranium 100 Steel 3 Components + 750 Uranium 250 0 4,765 Silver -60
Silver 100 Steel 3 Components + 750 Silver 70 20 1,010 Silver -60
Gold 100 Steel 3 Components + 750 Gold 60 20 7,760 Silver -60

Notes

  • 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.
  • The most effective material is plasteel. It has the most HP, very low flammability, is somewhat easier to obtain mid-late game, and saves steel for other purposes.
  • You should expect turrets to be frequently replaced, and uranium is too rare and expensive to be practical.
  • Regardless of what material is used, turrets have -60 beauty.
  • Silver and gold are poor material choices due to their poor durability.

Images

Improvised turret.png

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, attackers will not take an unpowered turret as a primary target. 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 12-48 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion.


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

Graphs

The below shows accuracy and DPS of a turret across its range.

TurretAccuracy.png TurretDPS.png