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In NW times they were useful for PvP but ....somehow they bugged to allow shotgun wielders run past without being targeted, so even then they were kinda Oof. It's a particularly sore spot for me as they have only had more glitch related problems rather than fewer as time goes along. I prefer not using ranged unless I have to so dealing with scorchbeasts and vertibots used to be much easier with stronger turrets; unfortunately they were exploited and stacked in mass so they had to be "de-bugged" and now they end up afflicted by a slew of additional and old issues including not registering enemy mobs, not damaging enemy mobs, targeting camp items or traveling vendors until scrapped, and disappearing into the environmental layers entirely so that you cannot scrap them 'n they just sit in the void space taking up camp/turret budget (the only way to fix this is to move your camp entirely, btw, if you are unfortunate enough to run into it).
Thanks Potato!
If that lock is broken by a tree, pebble, other NPC it resets. This makes placement critical for maximum usage. High and with minimal obstructions between it and spawn points and it might work ok.
that spotlight ... does it matter?
it's very fun https://youtu.be/jM4_54Klvu8
The artillery also says it adds 8 defensive value to your defenses, but the only thing it actively does is fire short, short-range artillery strike when you actively use the time-spawned smoke grenades. (Side note: This may be a lot more fun for the newer players or anyone who hasn't yet implemented it than bothering with turrets, as the blasts only damage other players if you both have pacifist off... which can make a great dramatic save if you see a lower level player struggling with mobs, even better for the RP effect for us Mothy types as the blasts DO damage the camp owner.)
I'm not sure where that defense value is going, or what the spot light affects and if they do effect an overall stat for your camp and or its defensive items; Further, If it does increase the damage or durability of machine gun turrets as perks are known to, it's not unreasonable to consider other stats that turrets might also include. So, they're a mess.
I believe electrically wired turrets are less likely to have clipping and targeting issues, maybe that might help, too.
Beyond that, they're a useless waste of CAMP budget. Not to mention that the turrets have the health and durability of wet toilet paper.
It's meant to increase accuracy or lower spread but tbh things die quick enough (NPC vs NPC combat) that it's only real use is aesthetics.
i've noticed many times my heavy turrets "wake" up from their slumber when i snipe an enemy in the distance
Could be wrong, but I have seen many other players say the same. I don't use any turrets anymore for a couple years now due to how much build budget they use and how useless they are, but the Enclave ones i have seen definitely do seem much smarter.