Difference between revisions of "Mini-turret"

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__NOTOC__
 
<onlyinclude>
 
<onlyinclude>
 
{{infobox main|security|
 
{{infobox main|security|
|name = Improvised turret
+
|name = Mini-turret
|image = ImprovisedTurretA16.png|Improvised turret
+
|image = ImprovisedTurretA16.png|Mini-turret
|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.
+
|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."
 
|type = Security
 
|type = Security
 
|placeable = Yes
 
|placeable = Yes
 
|size = 1|1
 
|size = 1|1
|hp = 100
+
|hp = 120
|cooldown = 309
+
|cover = 0.4
|mass base = 100
+
|flammability = 0.7
|power = -350
+
|minimum skill = 5
|buy = {{icon|metal|100}} + {{icon|buildingmat|75}} + {{icon|component|3}}
+
|mass base = 10
|sell = {{icon|metal|75}} + {{icon|buildingmat|56.25}} + {{icon|component|2.25}}
+
|power = -80
|beauty = -60
+
|beauty = -20
}}</onlyinclude>
+
|damage = 10
{{infobox main|weapon|
+
|armorPenetration = 15
|name = Improvised Turret Gun
+
|range = 24.9
|image = ImprovisedTurretGun.png|Improvised Turret Gun
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|accuracyTouch = 70
|type = Equipment
 
|type2 = Weapons
 
|description = "Jury-rigged gun attached to a turret."
 
|class = Modern
 
|damage = 11
 
|range = 25.9
 
|accuracyTouch = 80
 
 
|accuracyShort = 64
 
|accuracyShort = 64
 
|accuracyMedium = 41
 
|accuracyMedium = 41
 
|accuracyLong = 22
 
|accuracyLong = 22
 +
|accuracyAvg = 60.4
 
|mode = Burst
 
|mode = Burst
|warmup = 90
 
|cooldown = 40
 
 
|burst = 3
 
|burst = 3
 
|burstTicks = 8
 
|burstTicks = 8
 +
|cooldown = 288
 +
|velocity = 70
 +
|stoppingPower = 0.5
 
|DPS = DPS
 
|DPS = DPS
|velocity = 70
+
|buy = {{icon|metal|40}} + {{icon|buildingmat|60}} + {{icon|component|3}}
|sell = {{icon|silver|0}}
+
|sell = {{icon|metal|30}} + {{icon|buildingmat|45}} + {{icon|component|2.25}}
 
}}
 
}}
== Description ==
+
</onlyinclude>
 +
The '''mini-turret''' is a stationary defense mechanism which automatically fires at any enemies entering its range of 24.9 tiles. It fires a 3-round burst with no need for warmup, has a slow 4.8 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.
  
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.
+
After firing 120 rounds it requires a barrel change, costing:
 
+
*20 steel in Peaceful and Base Builder difficulty
It has a target size of 68% making them harder to hit.
+
*30 steel in Medium difficulty
 +
*40 steel in Rough difficulty and above
  
 
Turrets have a 50% chance of exploding when it reaches 20% health.  
 
Turrets have a 50% chance of exploding when it reaches 20% health.  
  
[[File:Improvised turret.png|900px]]
+
== Construction ==
 
+
Constructing the turret requires research in [[Research#GunTurrets|gun turrets]] (some scenarios have it already researched).
== Obtaining ==
 
Constructing the turret requires research in [[Research#MicroelectronicsBasics|microelectronics basics]] and [[Research#GunTurrets|gun turrets]] (some scenarios have Gun Turrets already researched).
 
  
 
Alternatively, it can be opportunistically uninstalled and looted from various world sites.
 
Alternatively, it can be opportunistically uninstalled and looted from various world sites.
 
== Materials ==
 
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.
 
 
 
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
 
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) !! Market Value || Beauty
 
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) !! Market Value || Beauty
 
|-
 
|-
| style="text-align:left;" | Steel || 175 {{Icon Small|steel}} || 3 {{Icon Small|components}} || 100 || 20 || 425 {{Icon Small|silver}} ||-60
+
| style="text-align:left;" | Steel || 100 {{Icon Small|steel}} || 3 {{Icon Small|component}} || 120 || 28 || 300 {{Icon Small|silver}} ||-20
 
|-
 
|-
| 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
+
| style="text-align:left;" | Plasteel || 40 {{Icon Small|steel}} || 3 {{Icon Small|component}} + 60 {{Icon Small|plasteel}} || 335 || 14 || 740 {{Icon Small|silver}} ||-20
 
|-
 
|-
| 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
+
| style="text-align:left;" | Uranium || 40 {{Icon Small|steel}} || 3 {{Icon Small|component}} + 60 {{Icon Small|uranium}} || 300 || 0 || 555 {{Icon Small|silver}} ||-20
 
|-
 
|-
| 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
+
| style="text-align:left;" | Silver || 40 {{Icon Small|steel}} || 3 {{Icon Small|component}} + 600 {{Icon Small|silver}} || 84 || 28 || 785 {{Icon Small|silver}} ||-14
 
|-
 
|-
| 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
+
| style="text-align:left;" | Gold || 40 {{Icon Small|steel}} || 3 {{Icon Small|component}} + 600 {{Icon Small|gold}} || 72 || 28 || 6,185 {{Icon Small|silver}} || 0
 
|}
 
|}
  
 +
==== Materials ====
 +
* 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.
 +
* 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.
 +
* You should expect turrets to be frequently replaced, and uranium is too rare and expensive to be practical.
 +
* Silver and gold are poor material choices due to their poor durability.
 +
{{clear}}
  
* 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.
+
== Images ==
* 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.
 
* You should expect Turrets to be frequently replaced, and Uranium is too rare and expensive to be practical.
 
 
 
 
<gallery>
 
<gallery>
File:SteelTurret.png|Steel Improvised Turret
+
File:SteelTurret.png|Steel Mini-Turret
File:PlasteelTurret.png|Plasteel Improvised Turret
+
File:PlasteelTurret.png|Plasteel Mini-Turret
File:UraniumTurret.png|Uranium Improvised Turret
+
File:UraniumTurret.png|Uranium Mini-Turret
File:SilverTurret.png|Steel Improvised Turret
+
File:SilverTurret.png|Silver Mini-Turret
File:GoldenTurret.png|Golden Improvised Turret
+
File:GoldenTurret.png|Golden Mini-Turret
 
</gallery>
 
</gallery>
  
== Graphs ==
+
[[File:Improvised turret.png|900px]]
  
The below shows accuracy and DPS of a turret across its range.
+
[[File:Turret_range_comparison.png|1000px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). <br>
 +
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.]]
 +
{{clear}}
  
[[File:TurretAccuracy.png|600px]]
+
== Usage ==
[[File:TurretDPS.png|600px]]
+
{{see also|Defense structures#Turrets}}
  
== Tactics ==
+
Used alone or in small numbers, mini-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 "[[Defense tactics#Killboxes|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. Raiders with long ranged weapons can snipe mini-turrets from outside its range, so forcing them into close range with walls or terrain is recommended.
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.
 
  
 +
== Turret explosion ==
  
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.
+
[[File:Mini radius.png|thumb|right|300px|Radius of mini-turret explosion visualized.]]
  
 +
Turrets have a 50% chance to explode when it reaches 20% health. The exploding turret will spark and emit a hissing sound shortly before exploding a few seconds later. All nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.
  
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.
+
The explosion deals 400 damage to walls, 200 damage to all others structures and furniture, 50 damage to the slag chunks and components that drop, and around 50 damage across multiple body parts to all pawns unlucky enough to get caught in the explosion. Due to this, it's best to space out groups of turrets so that one exploding doesn't create a chain reaction. This is somewhat less of a risk with Plasteel turrets.
  
 +
{{clr}}
  
=== Example of an Explosion ===
+
== Graphs ==
''Trogo is attacking a Steel Turret with his Awful Wooden Shiv. It's at 21 HP, but it's still fine.'' <br>
+
The below shows accuracy and DPS of a turret across its range.
[[File:Turret21HP.png|200px|Turret at 21 HP]]
 
  
 +
[[File:TurretAccuracy.png|600px]]
 +
[[File:TurretDPS.png|600px]]
  
''The turret's now at 20 HP and begins to spark and hiss - Trogo's in danger.'' <br>
+
== Version history ==
[[File:TurretSparking.png|200px|Turret is now sparking]]
 
 
 
  
''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>
+
Prior to Beta 19, it used to be called the Improvised turret. It also used more power (350W) and costed more to build, but did not require barrel changes.
[[File:ExplosionDamagesEdited.png|439px|Turret has now exploded]]
 
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Latest revision as of 15:13, 22 August 2019


Mini-turret

Mini-turret

"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."


Type
Security
Placeable
Yes
Size
1 ˣ 1
HP
120
Beauty
-20
Mass
10 kg
Flammability
70%
Required skill
5
Power
-80W
Cover Effectiveness
40%
Mode
Burst
Dmg Type
Sharp
Damage
10
Armor penetration
15%
Cooldown
288 ticks (4.8 secs)
Range
24.9 tile(s)
Accuracy
70% - 64% - 41% - 22%
Avg. accuracy
60.4%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
8 ticks (0.13 secs)
DPS
5.92 (3.58)
Stopping power
0.5
Buy
Steel 40 + Building Material (steel, wood, plasteel, etc.) 60 + Component 3
Sell
Steel 30 + Building Material (steel, wood, plasteel, etc.) 45 + Component 2.25


The mini-turret is a stationary defense mechanism which automatically fires at any enemies entering its range of 24.9 tiles. It fires a 3-round burst with no need for warmup, has a slow 4.8 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.

After firing 120 rounds it requires a barrel change, costing:

  • 20 steel in Peaceful and Base Builder difficulty
  • 30 steel in Medium difficulty
  • 40 steel in Rough difficulty and above

Turrets have a 50% chance of exploding when it reaches 20% health.

Construction

Constructing the turret requires research in gun turrets (some scenarios have it already researched).

Alternatively, it can be opportunistically uninstalled and looted from various world sites.

Material Steel Cost Cost Hit Points Flammability (%) Market Value Beauty
Steel 100 Steel.png 3 Component.png 120 28 300 Silver.png -20
Plasteel 40 Steel.png 3 Component.png + 60 Plasteel.png 335 14 740 Silver.png -20
Uranium 40 Steel.png 3 Component.png + 60 Uranium.png 300 0 555 Silver.png -20
Silver 40 Steel.png 3 Component.png + 600 Silver.png 84 28 785 Silver.png -14
Gold 40 Steel.png 3 Component.png + 600 Gold.png 72 28 6,185 Silver.png 0

Materials

  • 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.
  • 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.
  • You should expect turrets to be frequently replaced, and uranium is too rare and expensive to be practical.
  • Silver and gold are poor material choices due to their poor durability.

Images

Improvised turret.png

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.

Usage

Used alone or in small numbers, mini-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. Raiders with long ranged weapons can snipe mini-turrets from outside its range, so forcing them into close range with walls or terrain is recommended.

Turret explosion

Radius of mini-turret explosion visualized.

Turrets have a 50% chance to explode when it reaches 20% health. The exploding turret will spark and emit a hissing sound shortly before exploding a few seconds later. All nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.

The explosion deals 400 damage to walls, 200 damage to all others structures and furniture, 50 damage to the slag chunks and components that drop, and around 50 damage across multiple body parts to all pawns unlucky enough to get caught in the explosion. Due to this, it's best to space out groups of turrets so that one exploding doesn't create a chain reaction. This is somewhat less of a risk with Plasteel turrets.


Graphs

The below shows accuracy and DPS of a turret across its range.

TurretAccuracy.png TurretDPS.png

Version history

Prior to Beta 19, it used to be called the Improvised turret. It also used more power (350W) and costed more to build, but did not require barrel changes.