Difference between revisions of "Auto charge turret"
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== Analysis == | == Analysis == | ||
− | Like all mech cluster turrets its is not possible to out-range | + | Like all mech cluster turrets its is not possible to out-range an auto charge turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is a valid strategy for dealing with any mech cluster turret. |
Each shot from a deals a surprisingly large amount of damage, surpassing the [[mini-slugger turret]] in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately its accuracy is less then stellar at any range which if combined with player-built fortifications or, in a pinch stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean this turret up. The final nail in its coffin however is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a [[jump pack]] or [[bionic leg|bionic legs]] can help greatly here). | Each shot from a deals a surprisingly large amount of damage, surpassing the [[mini-slugger turret]] in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately its accuracy is less then stellar at any range which if combined with player-built fortifications or, in a pinch stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean this turret up. The final nail in its coffin however is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a [[jump pack]] or [[bionic leg|bionic legs]] can help greatly here). |
Revision as of 07:24, 18 November 2022
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Auto charge turret
A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.
Base Stats
- Type
- Building – Mechanoid cluster
- Mass
- 100 kg
- Beauty
- -20
- HP
- 180
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
An auto charge turret is a large turret that appears in mech clusters.
Acquisition
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name. |
Summary
Auto charge turrets are equipped with a light charge blaster. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a Shooting Accuracy of 96%, equivalent to a Shooting skill of 8.
When damaged beyond ?%[Detail needed] of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding 240 ticks (4 secs) later, dealing 50 Bomb damage in a 5.9 tile radius around itself. See the Damage Types page for a list of multipliers applied to this damage when applied to different targets.
Like all mech cluster buildings, auto charge turrets not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto charge turrets must be destroyed for the mech cluster to be defeated.
Analysis
Like all mech cluster turrets its is not possible to out-range an auto charge turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a sniper rifle is a valid strategy for dealing with any mech cluster turret.
Each shot from a deals a surprisingly large amount of damage, surpassing the mini-slugger turret in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately its accuracy is less then stellar at any range which if combined with player-built fortifications or, in a pinch stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean this turret up. The final nail in its coffin however is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a jump pack or bionic legs can help greatly here).
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Graphs
True DPS over Range |
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