Uranium slug turret

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Uranium slug turret

Uranium slug turret

An armor-piercing turret. Its ultra-dense uranium shells can punch through heavy armor, 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
BuildingSecurity
Market Value
1445 Silver [Note]
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
Single-Shot
Damage
55 dmg
Armor penetration
82%
Warm-Up
ticks (0 secs)
Cooldown
240 ticks (4 secs)
Range
45.9 tile(s)
Minimum Range
11.9 tiles
Accuracy
22% - 33% - 44% - 95%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
13.75
Stopping power
0.5

Creation

Required Research
Uranium slug turret
Skill Required
Construction 6
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 300 + Plasteel 30 + Uranium 60 + Component 6
Deconstruct yield
Steel 150 + Plasteel 15 + Uranium 30 + Component 3
Destroy yield
Steel 75 + Plasteel 7 - 8 + Uranium 15 + Component 1 - 2

The uranium slug turret is a defensive turret with very long range and shot damage, but with a wide blind zone.

Acquisition

Uranium slug turrets can be constructed once Uranium slug turret research has completed. They require Steel 300 Steel, Plasteel 30 Plasteel, Uranium 60 Uranium, Component 6 Components and take 15,000 ticks (4.17 mins) to make.

Summary

Uranium slug turrets use uranium slug cannons. The shot is very powerful, over twice that of a sniper rifle. Armor penetration is also excellent, able to completely ignore the armor of a centipede. However, their stopping power is almost non-existent, unable to stagger humans. The uranium slug turret has a very long range of 45.9 tiles, and is quite accurate - 98% accuracy per tile, vs. 96% for other bullet-firing turrets, but they can not shoot targets within 11.9 tiles. Interestingly, it is more accurate at long ranges than short ranges. Raw DPS is weaker than the autocannon turrets, but this is before considering armor pentration, range, or the uranium slug's higher damage per shot, which is more likely to destroy organs.

Despite the game displaying (as of version 1.3.3117) that turrets benefit from cover, empirical testing demonstrates that this is false, and that uranium slug turrets do not benefit from cover at all.

After firing 30 slugs, it needs to be reloaded by a hauler, costing a difficulty-dependent amount of uranium:

  • Uranium 60 uranium in Peaceful and Base Builder difficulty
  • Uranium 90 uranium in Adventure Story difficulty
  • Uranium 120 uranium in Strive to Survive difficulty and above

As uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. Like all turrets, they are disabled by sources of EMP. They have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.

Graphs

True DPS over Range

Analysis

Uranium slug turrets are expensive, from research time to build costs to ammo costs. Uranium is difficult to come by and expensive to buy, limiting colonies that can even use one at all. The damage, while high, is overkill against most raiders, making it impractical against most enemies. It works well against centipedes or radiers with power armor.

Unlike the mini-turret, uranium slug turrets can not be moved after it is built.

Images

Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.
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. Values from 1.0.

Version history

  • 0.19.2009 - Added.
  • 1.1.0 - received a massive nerf to damage (75 -> 30), nerf to armor penetration (112.5% -> 70%), reduced range (49.9 -> 39.9), increased reload cost (60 -> 80 baseline) and nerf to shooting accuracy (98.8% -> 98%).
  • 1.1.2618 - received a buff to damage (30 -> 45), increased range (39.9 -> 45.9), increased reload cost (80 -> 120) and reduced magazine capacity (40 -> 30).
  • 1.1.2624 - received a buff to damage (45 -> 50), buff to armor penetration (70% -> 75%), and reduced reload cost (120 -> 90).
  • 1.3.3200 - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.