Difference between revisions of "Uranium slug turret"

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(Fix version history inaccuracies & update shooting accuracy)
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The '''uranium slug turret''' is a defensive turret. It has a long range of 39.9 tiles and is very accurate at range (98.8% accuracy per tile vs 96% for all others), but can't hit anything within 11.9 tiles. It is more accurate at long ranges than at close ranges. Like the [[autocannon turret]] though, the uranium slug turret's stopping power is almost non-existent despite its extremely high per-shot damage, not even being able to stagger [[human]]s.
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The '''uranium slug turret''' is a defensive turret. It has a long range of 39.9 tiles and is very accurate at range (98% accuracy per tile vs 96% for all others), but can't hit anything within 11.9 tiles. It is more accurate at long ranges than at close ranges. Like the [[autocannon turret]] though, the uranium slug turret's stopping power is almost non-existent despite its extremely high per-shot damage, not even being able to stagger [[human]]s.
  
 
Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. However, uranium slug turrets also benefit from being put behind [[sandbag]]s which mitigates this accuracy bonus.  
 
Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. However, uranium slug turrets also benefit from being put behind [[sandbag]]s which mitigates this accuracy bonus.  
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It was added in Beta 19/1.0.
 
It was added in Beta 19/1.0.
  
In 1.1 it received a massive nerf to damage (75 -> 30), nerf to armor penetration (112.5% -> 75%), range (49.9 -> 39.9) and increased reload cost (60 -> 80 baseline).
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In 1.1 it received a massive nerf to damage (75 -> 30), nerf to armor penetration (112.5% -> 70%), reduced range (49.9 -> 39.9), increased reload cost (60 -> 80 baseline) and nerf to shooting accuracy (98.8% -> 98%).
  
In 1.1.2618 it received a buff to damage (30 -> 45), slight nerf to armor penetration (75% -> 70%), increased range (39.9 -> 45.9), reload cost (80 -> 120) and reduced magazine capacity (40 -> 30).
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In 1.1.2618 it received a buff to damage (30 -> 45), increased range (39.9 -> 45.9), increased reload cost (80 -> 120) and reduced magazine capacity (40 -> 30).
  
In 1.1.2624 it received a buff to damage (45 -> 50) and reduced reload cost (120 -> 90).
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In 1.1.2624 it received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90).
  
 
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{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 00:49, 4 October 2020

Uranium slug turret

Uranium slug turret

"A long-ranged armor-piercing turret. Its ultra-dense uranium shells can punch through heavy armor at long ranges, but it requires new uranium slugs to be loaded after use. It's more accurate at longer ranges, and can't fire at all close up. May explode when damaged."

Base Stats

Type
Security
Mass
100 kg
Beauty
-20
HP
450
Flammability
70%

Building

Size
2 × 2
Placeable
Yes
Cover Effectiveness
50%
Power
-150 W

Ranged Combat

Mode
Single-Shot
Damage
50 dmg
Armor penetration
75%
Cooldown
240 ticks (4 secs)
Range
45.9 tile(s)
Minimum Range
11.9 tiles
Accuracy
20% - 30% - 40% - 95%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
12.5
Stopping power
0.5

Creation

Deconstruct yield
Steel 225 + Plasteel 45 + Uranium 45 + Component 5


The uranium slug turret is a defensive turret. It has a long range of 39.9 tiles and is very accurate at range (98% accuracy per tile vs 96% for all others), but can't hit anything within 11.9 tiles. It is more accurate at long ranges than at close ranges. Like the autocannon turret though, the uranium slug turret's stopping power is almost non-existent despite its extremely high per-shot damage, not even being able to stagger humans.

Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. However, uranium slug turrets also benefit from being put behind sandbags which mitigates this accuracy bonus.

After firing 30 slugs it needs to be reloaded, costing:

  • 60 uranium in Peaceful and Base Builder difficulty
  • 90 uranium in Medium difficulty
  • 120 uranium in Rough difficulty and above

Its high armor penetration negates much of the armor points from any enemy.

Uranium slug turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.

Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.

Usage

In the current version, it is too cost-inefficient to be practical against the majority of enemies- uranium is hard to come by, and the damage, while high compared to other weapons, is not enough to compensate for the cost.

Interestingly, it is more accurate at long ranges than short ranges; for best effects, pair it up with the other turrets to provide short-range firepower.

It works well to intercept heavily armored enemies, such as centipedes or raiders with marine armor as its extremely high armor penetration will negate much armor. However, due to its low accuracy at short distances it is unsuited for killbox use without a specially designed killbox.

Unlike the mini-turret, this one can not be moved after it is built.

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.

Version history

It was added in Beta 19/1.0.

In 1.1 it received a massive nerf to damage (75 -> 30), nerf to armor penetration (112.5% -> 70%), reduced range (49.9 -> 39.9), increased reload cost (60 -> 80 baseline) and nerf to shooting accuracy (98.8% -> 98%).

In 1.1.2618 it received a buff to damage (30 -> 45), increased range (39.9 -> 45.9), increased reload cost (80 -> 120) and reduced magazine capacity (40 -> 30).

In 1.1.2624 it received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90).