Uranium slug turret

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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
Placeable
Yes
Cover Effectiveness
50%
Power
-150 W

Ranged Combat

Mode
Single-Shot
Damage
75 dmg
Armor penetration
112%
Cooldown
192 ticks (3.2 secs)
Range
49.9 tile(s)
Minimum Range
11.9 tiles
Accuracy
20% - 30% - 40% - 99%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
23.44
Stopping power
0.5


The uranium slug turret is a defensive turret. It has a long range of 49.9 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 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 40 slugs it needs to be reloaded, costing:

  • 30 uranium in Peaceful and Base Builder difficulty
  • 45 uranium in Medium difficulty
  • 60 uranium in Rough difficulty and above

Its extremely high armor penetration negates most 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.

Unlike the Autocannon Turret (which fires 3-shot volleys of 40 damage with 60% armor penetration), this one fires single-shot volleys with 75 damage and 112% armor penetration.

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

Usage

While it has a long range, it is overkill when used against most enemies- its shots have more than enough damage to one-shot most enemies if they hit the right spot.

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 penetration will negate most armor. However, due to its low accuracy at short distances it is unsuited for killbox use without specially designing the killbox to accommodate them.

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.

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%), nerf to range (49.9 -> 39.9) and increased reload cost (60 -> 80 baseline).