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{{Infobox main|security
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<onlyinclude>
| name = Mini-turret
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{{infobox main|security|
| image = ImprovisedTurretA16.png
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|name = Improvised turret
| description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.
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|image = ImprovisedTurretA16.png|Improvised turret
| type = Building
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|description = An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.
| type2 = Security
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|type = Security
| placeable = true
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|placeable = Yes
| path cost = 50
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|size = 1|1
| passability = pass through only
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|hp = 100
| cover = 0.4
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|cooldown = 309
| minifiable = true
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|mass base = 100
| size = 1 ˣ 1
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|power = -350
| mass base = 8
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|buy = {{icon|metal|100}} + {{icon|buildingmat|75}} + {{icon|component|3}}
| flammability = 0.7
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|sell = {{icon|metal|75}} + {{icon|buildingmat|56.25}} + {{icon|component|2.25}}
| hp = 100
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|beauty = -60
| sell price multiplier = 0.7
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}}</onlyinclude>
| beauty = -20
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{{infobox main|weapon|
| power = -80
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|name = Improvised Turret Gun
| terrain affordance = light
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|image = ImprovisedTurretGun.png|Improvised Turret Gun
| research = gun turrets
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|type = Equipment
| thingCategories = BuildingsSecurity
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|type2 = Weapons
| skill 1 = Construction
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|description = "Jury-rigged gun attached to a turret."
| skill 1 level = 5
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|class = Modern
| work to make = 1800
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|damage = 11
| stuff tags = Metallic
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|range = 25.9
| resource 1 = Stuff
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|accuracyTouch = 80
| resource 1 amount = 30
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|accuracyShort = 64
| resource 2 = Steel
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|accuracyMedium = 41
| resource 2 amount = 70
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|accuracyLong = 22
| resource 3 = Component
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|mode = Burst
| resource 3 amount = 3
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|warmup = 90
| damage = 12
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|cooldown = 40
| armorPenetration = 18
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|burst = 3
| range = 28.9
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|burstTicks = 8
| accuracyTouch = 77
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|DPS = DPS
| accuracyShort = 70
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|velocity = 70
| accuracyMedium = 45
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|sell = {{icon|silver|0}}
| accuracyLong = 24
 
| accuracyAvg = 54
 
| mode = Burst
 
| burst = 2
 
| burstTicks = 8
 
| cooldown = 288
 
| velocity = 70
 
| stoppingPower = 0.5
 
| DPS = DPS
 
 
}}
 
}}
The '''mini-turret''' is a stationary defense mechanism which fires at incoming enemies.
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== Description ==
  
== Acquisition ==
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The '''improvised turret''' is a stationary defense mechanism which automatically fires at any enemies ( [[Animals|psychotic animals]] / [[raiders]]) entering its range of 25.9 tile radius. It fires a 3-round burst with no need for warmup, has a slow 5.15 second cooldown and 96% per-tile accuracy. While turrets are somewhat underwhelming on their own, large groups of turrets are able to incapacitate or kill small groups of hostiles within seconds.
Mini-turrets can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
 
  
Alternatively, turrets can be uninstalled and looted from various world sites.
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It has a target size of 68% making them harder to hit.
  
== Summary ==
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Turrets have a 50% chance of exploding when it reaches 20% health.  
The mini-turret uses the [[mini-turret gun]] 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 fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown.  It has a maximum range of {{P|Range}} tiles.
 
  
After firing 60 rounds, it needs to be reloaded with {{Icon Small|Steel||80}} [[steel]] by a hauler. This can be adjusted in the [[storyteller settings]], but all default [[difficulty]] settings do not alter this.
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[[File:Improvised turret.png|900px]]
  
Mini-turrets ''do'' benefit from [[cover]], following the usual rules of adjacency and angle. The long standing bug regarding this mechanic has since been resolved as confirmed through empirical testing.<!-- This bug was, as mentioned, long standing, but also had been claimed to be fixed several times and had a number of compounding factors confusing the issue, such as displaying a non-existent accuracy penalty. Leave the clarification in for the near future - Harakoni -->
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== Obtaining ==
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Constructing the turret requires research in [[Research#MicroelectronicsBasics|microelectronics basics]] and [[Research#GunTurrets|gun turrets]] (some scenarios have Gun Turrets already researched).
  
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. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.
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Alternatively, it can be opportunistically uninstalled and looted from various world sites.
  
[[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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== Materials ==
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.<br>
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There`s 5 variants: Shocking Steel, Perfect Plasteel, Unaffordable Uranium, Stunning Silver, and Glorious Gold. Regardless of what material's used; turrets will always give out -60 beauty - so using Gold or Silver will have more impact on colony wealth (increasing raids) while doing little to nothing as they have low Hit Points.
Per-tile shooting accuracy isn't concerned in these accuracy values.]]
 
  
=== Explosion ===
 
Mini-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 3.9 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:Mini-turret explosive radius.png|thumb|center|250px|Radius of mini-turret explosion visualized.]]
 
  
== Analysis ==
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{| {{STDT| sortable c_25 text-center}}
{{See also|Defense structures#Turrets}}
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! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) !! Market Value || Beauty
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|-
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| style="text-align:left;" | Steel || 175 {{Icon Small|steel}} || 3 {{Icon Small|components}} || 100 || 20 || 425 {{Icon Small|silver}} ||-60
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|-
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| style="text-align:left;" | Plasteel || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 75 {{Icon Small|plasteel}} || 280 || 10 || 1,335 {{Icon Small|silver}} ||-60
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|-
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| style="text-align:left;" | Uranium || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|uranium}} || 250 || 0 || 9,280 {{Icon Small|silver}} ||-60
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|-
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| style="text-align:left;" | Silver || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|silver}} || 70 || 20 || 1,775 {{Icon Small|silver}} ||-60
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|-
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| style="text-align:left;" | Gold || 100 {{Icon Small|steel}} || 3 {{Icon Small|components}} + 1,500 {{Icon Small|gold}} || 60 || 20 || 15,270 {{Icon Small|silver}} ||-60
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|}
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* Steel is the most viable option early-game, but it's advisable to switch them out for Plasteel Turrets as soon as you can, as Steel Turrets aren't very durable and therefore can't withstand sustained gunfire.
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* The most effective material is Plasteel: it has the most HP, very low flammability, is somewhat easier to obtain mid-late game, and saves Steel for other purposes.
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* You should expect Turrets to be frequently replaced, and Uranium is too rare and expensive to be practical.
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<gallery>
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File:SteelTurret.png|Steel Improvised Turret
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File:PlasteelTurret.png|Plasteel Improvised Turret
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File:UraniumTurret.png|Uranium Improvised Turret
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File:SilverTurret.png|Steel Improvised Turret
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File:GoldenTurret.png|Golden Improvised Turret
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</gallery>
  
A single turret isn't much firepower. Each mini-turret is roughly equal to a good [[short bow]] or normal [[recurve bow]] shot with 8 Shooting skill. Even when massed up, turrets are unlikely to handle raids on their own. But they can be useful.
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== Graphs ==
* In large numbers, turrets do add up. A group of turrets, ''when combined with colonists'', can make a meaningful difference.
 
* Mini-turrets are great as decoys. If a turret is closer to an enemy, enemies will often target it over your colonists. It's better for a [[doomsday rocket launcher]] to hit a turret than a colonist. Turning a turret's power off (such as with a [[power switch]]) will prevent [[manhunter]]s from attacking them.
 
  
: Turrets can also be used as explosive bait. While [[IED trap]]s are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range.
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The below shows accuracy and DPS of a turret across its range.
  
[[Killbox]] structures are natural fits for turrets. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.
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[[File:TurretAccuracy.png|600px]]
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[[File:urretDPS.png|600px]]
  
Enemies that are ''unusually clever'', as well as [[sapper]]s in general, will try and avoid a turret's line of sight. 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. 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.
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== Tactics ==
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Used alone or in small numbers, turrets do not provide much additional firepower. However, raiders will often target the turret instead of the colonists if it is closer to them, shielding the colonists from harm until the turret is destroyed. However, attackers will not take an unpowered turret as a primary target. The firepower of the turrets adds up when massed together, to the point where turrets alone can sometimes beat back even massive raids. Larger colonies often build a "killbox": An entrance area designed to funnel raiders where turrets can do maximum damage while the raiders' own ability to fight back is minimized. Using [[Sandbags]] to protect your turrets can be a solid tactic in either case.
  
=== Material ===
 
{{Rewrite|section=1|reason=Make into proper paragraphs, expand etc}}
 
* You should expect turrets to be frequently replaced.
 
* Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower.
 
* The most effective material is nominally plasteel. It has the most HP and is non-flammable. However, it is relatively high cost and is typically in high demand in armor, bionics, etc. Uranium is commonly received as a quest reward and is significantly less in demand, while offering similar performance.
 
* As mini-turrets only require {{Icon Small|Stuff||{{P|Resource 1 Amount}}}} [[stuff]], the cost of upgrading is relatively minor. Not including work to build, uranium only increases the cost by {{Icon Small|Silver||{{#expr: {{P|Resource 1 Amount}} * ({{Q|Uranium|Market Value Base #}} - {{Q|Steel|Market Value Base #}})}}}} while making the mini-turret significantly less likely to be destroyed. If the upgrade prevents destruction a single time, it has more than paid for itself. Should mini-turrets be retained past the early game, it is strongly suggested to upgrade them to uranium. 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.
 
  
{{Building Stats Table}}
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When building a turret, there's a 50% chance that it will never explode; regardless of what amount of health it's at. Normally; a turret will spark and emit a hissing sound that increases in pitch, once it drops to or below 20% of its maximum HP (e.g. a Steel Improvised Turret will begin hissing at 20/100 Hit Points), and explode a few seconds later. When a turret's about to explode, all nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.
  
=== Images ===
 
<gallery>
 
File:SteelTurret.png|Steel Mini-Turret
 
File:PlasteelTurret.png|Plasteel Mini-Turret
 
File:UraniumTurret.png|Uranium Mini-Turret
 
File:SilverTurret.png|Silver Mini-Turret
 
File:GoldenTurret.png|Golden Mini-Turret
 
</gallery>
 
  
== Graphs ==
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When a Turret explodes; it does 200 damage to all structures within its radius, 50 damage to the slag chunks and components that drop, and typically 12-36 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion - but it will sometimes do 48 damage too.
{| class="wikitable"
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|-
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! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range
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=== Example of an Explosion ===
|-
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''Trogo is attacking a Steel Turret with his Awful Wooden Shiv. It's at 21 HP, but it's still fine.'' <br>
| {{Weapon Iterated DPS Chart|Mini-turret gun|Normal|0.96}}
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[[File:Turret21HP.png|200px|Turret at 21 HP]]
|}
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== Version history ==
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''The turret's now at 20 HP and begins to spark and hiss - Trogo's in danger.'' <br>
* [[Version/0.2.363|0.2.363]] - Made turret look and sound weak to match its functionality.
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[[File:TurretSparking.png|200px|Turret is now sparking]]
* Alpha 3 - '''Auto-turret''' renamed to '''Improvised Turret'''.
 
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Improvised turret''' to '''mini-turret'''. Power decreased from 350W and cost decreased, but now requires barrel changes.
 
* 1.1 - Nerfed to fire a 2-round burst, down from 3.
 
* [[Version/1.1.2569|1.1.2569]] - Range increased from 25 to 29.
 
* [[Version/1.1.2618|1.1.2618]] - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
 
* [[Version/1.3.3200|1.3.3200]] - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
 
* Between [[Version/1.3.3117|1.3.3117]] and 1.4.3580 - Turrets now properly benefit from [[cover]]. Despite displaying in the mouse-over box as such, empirical testing demonstrated that mini-turrets did not benefit at all.<ref>https://i.imgur.com/mq4aojR.mp4</ref>
 
  
<gallery>
 
AutoTurret.png|Original sprite of the auto-turret and improvised turret.
 
</gallery>
 
  
== References ==
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''The turret has now exploded: Trogo's wounded, structures are damaged - all hell's let loose. Took several screenshots and merged them into one image to demonstrate the full extent of the damage.'' <br>
<references/>
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[[File:ExplosionDamagesEdited.png|439px|Turret has now exploded]]
  
{{Nav|security|wide}}
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{{nav|security|wide}}
[[Category:Security]] [[Category:Turret]]
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[[Category:Security]]

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