Difference between revisions of "Mini-turret"
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<onlyinclude>{{infobox main|security| | <onlyinclude>{{infobox main|security| | ||
− | |name = Mini-turret | + | | name = Mini-turret |
− | |image = ImprovisedTurretA16.png|Mini-turret | + | | image = ImprovisedTurretA16.png|Mini-turret |
− | |description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire. | + | | description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire. |
− | |type = Building | + | | type = Building |
− | |type2 = Security | + | | type2 = Security |
− | |placeable = true | + | | placeable = true |
− | |path cost = 50 | + | | path cost = 50 |
− | |passability = pass through only | + | | passability = pass through only |
− | |cover = 0.4 | + | | cover = 0.4 |
− | |minifiable = true | + | | minifiable = true |
− | |size = 1 ˣ 1 | + | | size = 1 ˣ 1 |
− | |mass base = 8 | + | | mass base = 8 |
− | |flammability = 0.7 | + | | flammability = 0.7 |
− | |hp = 100 | + | | hp = 100 |
− | |sell price multiplier = 0.7 | + | | sell price multiplier = 0.7 |
− | |beauty = -20 | + | | beauty = -20 |
− | |power = -80 | + | | power = -80 |
− | |terrain affordance = light | + | | terrain affordance = light |
− | |research = gun turrets | + | | research = gun turrets |
− | |thingCategories = BuildingsSecurity | + | | thingCategories = BuildingsSecurity |
− | |skill 1 = Construction | + | | skill 1 = Construction |
− | |skill 1 level = 5 | + | | skill 1 level = 5 |
− | |work to make = 1800 | + | | work to make = 1800 |
− | |stuff tags = Metallic | + | | stuff tags = Metallic |
− | |resource 1 = Stuff | + | | resource 1 = Stuff |
− | |resource 1 amount = 30 | + | | resource 1 amount = 30 |
− | |resource 2 = Steel | + | | resource 2 = Steel |
− | |resource 2 amount = 70 | + | | resource 2 amount = 70 |
− | |resource 3 = Component | + | | resource 3 = Component |
− | |resource 3 amount = 3 | + | | resource 3 amount = 3 |
− | |damage = 12 | + | | damage = 12 |
− | |armorPenetration = 18 | + | | armorPenetration = 18 |
− | |range = 28.9 | + | | range = 28.9 |
− | |accuracyTouch = 77 | + | | accuracyTouch = 77 |
− | |accuracyShort = 70 | + | | accuracyShort = 70 |
− | |accuracyMedium = 45 | + | | accuracyMedium = 45 |
− | |accuracyLong = 24 | + | | accuracyLong = 24 |
− | |accuracyAvg = 54 | + | | accuracyAvg = 54 |
− | |mode = Burst | + | | mode = Burst |
− | |burst = 2 | + | | burst = 2 |
− | |burstTicks = 8 | + | | burstTicks = 8 |
− | |cooldown = 288 | + | | cooldown = 288 |
− | |velocity = 70 | + | | velocity = 70 |
− | |stoppingPower = 0.5 | + | | stoppingPower = 0.5 |
− | |DPS = DPS | + | | DPS = DPS |
}} | }} | ||
The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies. | The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies. | ||
== Acquisition == | == Acquisition == | ||
− | Mini-turrets | + | Mini-turrets can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
Alternatively, turrets can be uninstalled and looted from various world sites. | Alternatively, turrets can be uninstalled and looted from various world sites. | ||
− | ==Summary== | + | == Summary == |
− | + | The mini-turret uses the [[mini-turret gun]] weapon. In addition to the weapon's accuracy, the turret itself has a per-tile [[shooting accuracy]] of 96% or equivalent to a [[Shooting]] skill of 8. It fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown. It has a maximum range of {{P|Range}} tiles, but is unable to hit enemies within an {{P|Minimum Range}} tile radius. These ranges are centered on the lower left tile of the turret, regardless of orientation. Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger [[human]]s - the same is also true for the [[uranium slug turret]]. | |
− | + | After firing 60 rounds, it needs to be reloaded with {{Icon Small|Steel||80}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | |
As of [[Version/1.3.3117|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.<ref>https://i.imgur.com/mq4aojR.mp4</ref> | As of [[Version/1.3.3117|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.<ref>https://i.imgur.com/mq4aojR.mp4</ref> | ||
+ | |||
+ | Like all turrets, they cannot target enemies through [[blind smoke]] and are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned. | ||
+ | |||
+ | [[File:Turret_range_comparison.png|900px|thumb|center|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). <br> | ||
+ | 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.]] | ||
=== Explosion === | === Explosion === | ||
− | + | Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for {{ticks|240}} before exploding, dealing 50 [[Damage Types#Bomb|Bomb damage]] in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against [[wall]]s, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation. | |
− | |||
− | |||
[[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]] | [[File:Mini radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]] | ||
Revision as of 03:28, 1 March 2023
Mini-turret
A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Light
- Power
- -80 W
Ranged Combat
- Mode
- Burst
- Damage
- 12 dmg
- Armor penetration
- 18%
- 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
- 8 ticks (0.13 secs)
(450 RPM) - DPS
- 4.86
- Stopping power
- 0.5
Creation
- Required Research
- Gun turrets
- Skill Required
- Construction 5
- Work To Make
- 1,800 ticks (30 secs)
- Stuff Tags
- Metallic
- thingCategories
- BuildingsSecurity
The mini-turret is a stationary defense mechanism which fires at incoming enemies.
Acquisition
Mini-turrets can be constructed once the Gun turrets research project has been completed. They require 30 Stuff (Metallic, 300 for SMVs), 70 Steel, 3 Components, 1,800 ticks (30 secs) of work, and a Construction skill of 5.
Alternatively, turrets can be uninstalled and looted from various world sites.
Summary
The mini-turret uses the mini-turret gun weapon. In addition to the weapon's accuracy, the turret itself has a per-tile shooting accuracy of 96% or equivalent to a Shooting skill of 8. It fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown. It has a maximum range of 28.9 tiles, but is unable to hit enemies within an tile radius. These ranges are centered on the lower left tile of the turret, regardless of orientation. 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 60 rounds, it needs to be reloaded with 80 steel by a hauler. This can be adjusted in the storyteller settings, but all default difficulty settings do not alter this.
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]
Like all turrets, they cannot target enemies through blind smoke and are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.
Explosion
Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for 240 ticks (4 secs) before exploding, dealing 50 Bomb damage in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against walls, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General viability/ turret structures / use cases. |
A single turret, or even a small group of them, isn't much firepower. Each mini-turret is roughly equal to a good short bow or normal recurve bow shot with 8 Shooting skill. However, the firepower adds up when they are massed together. Large colonies can use turrets in a killbox, where enemies funnel together to be shot at by full force. Just make sure that the turrets aren't too clumped together, or one explosion can take them all out.
Turrets are also great distractions. If they are closer, raiders will most likely target a powered turret over a colonist. Turning a turret's power off (such as with a power switch) will prevent manhunters from attacking them.
Enemies that are unusually clever, as well as sappers in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you don't want sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox nearby your colonist's bedrooms in order to lure sappers in.
Material
- You should expect turrets to be frequently replaced.
- Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower.
- The most effective material is plasteel. It has the most HP, is non-flammable, is somewhat easier than uranium to obtain mid-late game, and saves steel for other purposes.
Stats table
Mini-turret | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | -20 | ticks (1.25 mins) | 4,500200 | 52.5% | 270 |
Gold | 0 | ticks (27 secs) | 1,62060 | 28% | 3,235 |
Plasteel | -20 | ticks (1.1 mins) | 3,960280 | 0% | 515 |
Silver | -14 | ticks (30 secs) | 1,80070 | 28% | 535 |
Steel | -20 | ticks (30 secs) | 1,800100 | 28% | 290 |
Uranium | -20 | ticks (57 secs) | 3,420250 | 0% | 420 |
Images
Graphs
True DPS over Range |
---|
Version history
- 0.2.363 - Made turret look and sound weak to match its functionality.
- Alpha 3 - Auto-turret renamed to Improvised Turret.
- Beta 19 - renamed from Improvised turret to mini-turret. Power decreased from 350W and costed decreased, but now requires barrel changes.
- 1.1 - it was nerfed to fire a 2-round burst, down from 3.
- 1.1.2569 - Range increased from 25 to 29.
- 1.1.2618 - Reload cost was doubled and the fuel capacity was halved, while 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. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).