Editing Autocannon turret
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== Summary == | == Summary == | ||
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The autocannon turret uses the [[autocannon]] 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 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]]. | The autocannon turret uses the [[autocannon]] 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 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 90 rounds, it needs to be reloaded with {{Icon Small|Steel||180}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | After firing 90 rounds, it needs to be reloaded with {{Icon Small|Steel||180}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this. | ||
− | Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them. | + | Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them. And 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 turrets do not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref> |
− | + | Like all turrets, they 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. | |
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[[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> | [[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> | ||
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Autocannon 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. | Autocannon 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: | + | [[File:Radius big.png|thumb|center|Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.]] |
== Analysis == | == Analysis == | ||
− | {{ | + | {{stub|section=1|reason=Comparison to other turrets. Turret viability in general}} |
− | + | It can be useful in [[killbox]]es 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 [[lancer]]s 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 [[centipede]]s 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. | |
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== Graphs == | == Graphs == | ||
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== Version history == | == Version history == | ||
* [[Version/0.19.2009|0.19.2009]] - Added. | * [[Version/0.19.2009|0.19.2009]] - Added. | ||
− | * 1.1 - | + | * 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline). |
− | * [[Version/1.1.2618|1.1.2618]] - | + | * [[Version/1.1.2618|1.1.2618]] - damage and armor penetration was increased (20 -> 25, 30% -> 37.5%). |
− | * [[Version/1.3.3200|1.3.3200]] - | + | * [[Version/1.3.3200|1.3.3200]] - damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. |
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{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] [[Category:Turret]] | [[Category:Security]] [[Category:Turret]] |