Autocannon turret

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Autocannon turret

Autocannon turret

A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged.

Base Stats

Type
BuildingSecurity
Market Value
1270 Silver [Note]
Beauty
-20
HP
380
Flammability
70%
Path Cost
50

Building

Size
2 ˣ 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Heavy
Power
-150 W

Ranged Combat

Mode
Burst
Damage
27 dmg
Armor penetration
40%
Cooldown
210 ticks (3.5 secs)
Range
32.9 tile(s)
Minimum Range
8.9 tiles
Accuracy
28% - 72% - 66% - 50%
Avg. accuracy
54%
Velocity
88 (m/s)
Burst Count
3 (per burst)
Burst Ticks
17 ticks (0.28 secs)
(211.76 RPM )
DPS
19.92 (10.76)
Stopping power
0.5

Creation

Required Research
Autocannon turret
Skill Required
Construction 6
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 350 + Plasteel 40 + Component 6
Deconstruct yield
Steel 175 + Plasteel 20 + Component 3
Destroy yield
Steel 87 - 88 + Plasteel 10 + Component 1 - 2

The autocannon turret is a defense structure that fires a burst of medium-damage shells.

Acquisition

It is built with Steel 350 Steel, Plasteel 40 Plasteel, Component 6 Components and takes 15,000 ticks (4.17 mins) to build.

Summary

The autocannon turret uses the autocannon weapon; the turret itself has a per-tile accuracy of 96%, equal to a Shooting skill of 8. It has a maximum range of 32.9 tiles, but is unable to hit enemies within an 8.9 tile radius. Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger humans - the same is also true for the uranium slug turret. After firing 90 rounds, it needs to be reloaded with 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. And as of version 1.3.3117, turrets don't benefit from cover. Despite displaying in the mouse-over box as such, empirical testing demonstrates that mini-turrets do not benefit at all.[1]

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.

Explosion

Autocannon turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.

Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.

Analysis

It can be useful in killboxes 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 lancers 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 centipedes 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.

Graphs

True DPS over Range

Version history

  • 0.19.2009 - Added.
  • 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline).
  • 1.1.2618 - damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).
  • 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.