Difference between revisions of "Autocannon turret"
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Revision as of 05:44, 11 August 2021
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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
- Type
- Security
- Mass
- 100 kg
- Beauty
- -20
- HP
- 380
- Flammability
- 70%
Building
- Size
- 2 × 2
- Placeable
- Yes
- Cover Effectiveness
- 50%
- Power
- -150 W
Ranged Combat
- Mode
- Burst
- Damage
- 25 dmg
- Armor penetration
- 37.5%
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 32.9 tile(s)
- Minimum Range
- 8.9 tiles
- Accuracy
- 25% - 65% - 60% - 45%
- Velocity
- 88 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 17 ticks (0.28 secs)
(211.76 RPM) - DPS
- 18.44
- Stopping power
- 0.5
Creation
- 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. It has a maximum range of 32.9 tiles, but a per-tile accuracy of only 96% and cannot 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.
Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them. However, autocannons also benefit from being put behind sandbags which mitigates this accuracy bonus.
It is built with 350 Steel, 40 Plasteel, 6 Components and takes 15,000 ticks (4.17 mins) to build.
After firing 90 rounds it requires a barrel change, costing:
- 90 steel in Peaceful and Base Builder difficulty
- 135 steel in Medium difficulty
- 180 steel in Rough difficulty and above
Autocannon turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.
Usage
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.
Version history
- Beta 19/1.0 - 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%).