![]() Foam turret - an unmanned but pawn-activated turret that automatically targets and fires firefoam at any fires in range.Uranium slug turret - slow firing and costly but with very high damage, range and accuracy.Autocannon turret - powerful and fast firing with a medium range and cost.Mini-turret - weak and short ranged but small and cheap.They require power to operate, and after firing require reloading or barrel changes that consume resources this cost is dependent on difficulty. Notably, either Uranium and Plasteel are required to withstand a single standard explosion without destruction, and the effect of the chance to wick at 20% health further incentivizes higher HP pools.Turrets are automatic defenses that fire at enemies within range. Should mini-turrets be retained past the early game, it is strongly suggested to upgrade them to uranium. If the upgrade prevents destruction a single time, it has more than paid for itself. Not including work to build, uranium only increases the cost by 123 while making the mini-turret significantly less likely to be destroyed. As mini-turrets only require 30 stuff, the cost of upgrading is relatively minor.Uranium is commonly received as a quest reward and is significantly less in demand, while offering similar performance. However, it is relatively high cost and is typically in high demand in armor, bionics, etc. The most effective material is nominally plasteel.Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower.You should expect turrets to be frequently replaced.You can help RimWorld Wiki by improving it. Reason: Make into proper paragraphs, expand etc. This section is suggested to be rewritten. Even if your main killbox uses turrets, you can place another, turret-less killbox near your colonist's bedrooms in order to lure sappers in. 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. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.Įnemies that are unusually clever, as well as sappers in general, will try and avoid a turret's line of sight. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. Killbox structures are natural fits for turrets. While IED traps are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range. Turrets can also be used as explosive bait. Turning a turret's power off (such as with a power switch) will prevent manhunters from attacking them. It's better for a doomsday rocket launcher to hit a turret than a colonist. If a turret is closer to an enemy, enemies will often target it over your colonists. A group of turrets, when combined with colonists, can make a meaningful difference. Even when massed up, turrets are unlikely to handle raids on their own. Each mini-turret is roughly equal to a good short bow or normal recurve bow shot with 8 Shooting skill. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.Ī single turret isn't much firepower. 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. The long standing bug regarding this mechanic has since been resolved as confirmed through empirical testing. Mini-turrets do benefit from cover, following the usual rules of adjacency and angle. This can be adjusted in the storyteller settings, but all default difficulty settings do not alter this. It has a maximum range of 28.9 tiles.Īfter firing 60 rounds, it needs to be reloaded with 80 steel by a hauler. It fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown. 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. The mini-turret uses the mini-turret gun weapon. They require 30 Stuff ( Metallic), 70 Steel, 3 Components, 1,800 ticks ( 30 secs) of work, and a Construction skill of 5.Īlternatively, turrets can be uninstalled and looted from various world sites. Mini-turrets can be constructed once the Gun turrets research project has been completed.
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