Difference between revisions of "Autocannon turret"
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== Analysis == | == Analysis == | ||
− | {{stub|section=1|Comparison to other turrets. Turret viability in general}} | + | {{stub|section=1|reason=Comparison to other turrets. Turret viability in general}} |
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. | 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. | ||
Revision as of 19:29, 20 November 2022
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
- 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)
The autocannon turret is a defense structure that fires a burst of medium-damage shells.
Acquisition
It is built with 350 Steel, 40 Plasteel, 6 Components and takes 15,000 ticks (4.17 mins) to build.
Summary
The autocannon turret uses the autocannon weapon; the turret itself has a per-tile accuracy of 96%, equal 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. 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 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. And as of version 1.3.3117, turrets don't benefit from cover. Despite displaying in the mouse-over box as such, empirical testing demonstrates that mini-turrets do not benefit at all.[1]
Explosion
Autocannon turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Comparison to other turrets. Turret viability in general. |
It can be useful in killboxes 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.
Due to their damage output, autocannons can be effective at mowing down lancers 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 centipedes 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.
Graphs
True DPS over Range |
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Version history
- 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.