RimWorld

RimWorld

Adeptguy Feb 5, 2021 @ 6:02am
Capture mechcluster turrets?
Is it possible, without mods? Like can you sever some power and they shut off or something? (dont own the DLC, this was a random thought that just came to me)
Originally posted by Azeth_s:
No, you cannot capture mechanoid cluster turrets; they're internally ''powered'' and basically work as units of their own. You can capture the power cells and gloomlights with some caution; but not the actual turrets themselves.
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Showing 1-11 of 11 comments
Cervidal Feb 5, 2021 @ 6:13am 
Yes. I have done this in early games on rescue missions where enemy camps have had 1-2 turrets.

They're typically powered by a solar panel and a battery, the former in front of the latter. Blow up the panel, blow up the battery, uninstall and take home the turret.

Great for those primitive civilization starts to give them some home base defense when they've just discovered electricity.
Adeptguy Feb 5, 2021 @ 7:13am 
Originally posted by Cervidal:
Yes. I have done this in early games on rescue missions where enemy camps have had 1-2 turrets.

They're typically powered by a solar panel and a battery, the former in front of the latter. Blow up the panel, blow up the battery, uninstall and take home the turret.

Great for those primitive civilization starts to give them some home base defense when they've just discovered electricity.
smh :steamfacepalm:
https://rimworldwiki.com/wiki/Mechanoid_cluster
The author of this thread has indicated that this post answers the original topic.
Azeth_s Feb 5, 2021 @ 7:23am 
No, you cannot capture mechanoid cluster turrets; they're internally ''powered'' and basically work as units of their own. You can capture the power cells and gloomlights with some caution; but not the actual turrets themselves.
Adeptguy Feb 5, 2021 @ 7:53am 
Originally posted by Azeth Reed:
No, you cannot capture mechanoid cluster turrets; they're internally ''powered'' and basically work as units of their own. You can capture the power cells and gloomlights with some caution; but not the actual turrets themselves.
ah crap, i was afraid of that
sarrowquand Feb 5, 2021 @ 12:06pm 
What if you got in close and built a wall around their minimum range and then opened up a murder hole as a trap for people you don't like?

It wouldn't be capturing them, but you would be getting them to work for you.
Last edited by sarrowquand; Feb 5, 2021 @ 12:06pm
Adeptguy Feb 5, 2021 @ 12:30pm 
Originally posted by sarrowquand:
What if you got in close and built a wall around their minimum range and then opened up a murder hole as a trap for people you don't like?

It wouldn't be capturing them, but you would be getting them to work for you.
ehhhhhh
sarrowquand Feb 5, 2021 @ 12:34pm 
Originally posted by Adeptguy:
ehhhhhh


I mean yes it does sound like a bit of a suicide mission to set up the fence.

But you don't like all your colonists, right?
Hoki Feb 5, 2021 @ 12:50pm 
well unless they have something thats a direct threat to you (smoke spewer, mortar, etc) you can ignore them for the most part and take care of raiders.

walls are great to break line of sight with the turrets so you can kill the mechs first and then attack the turrets one after another.

if you have access to smoke (launcher, grenades, belt) then you can destroy the turrets relativly safely as they cant shoot at you through the smoke (the smokecloud breaks line of sight for them therefore you can also deploy it between you and the turret and approach that far and them create the next cloud. rinse and repeat.
Andy Feb 5, 2021 @ 2:11pm 
While messing around in dev-mode I gained the option to "claim" a minislugger turret, for whatever that's worth.

That said, mechanoid turrets aren't actually that powerful. They all have longer range than their human counterparts ( those being the mini turret, autocannon turret, incendiary launcher vs the mechanoid mini-slugger, charge blaster turret, and inferno cannon turret) but fire much slower, resulting in lower DPS overall. One exception is the auto-mortar, which has identical stats to a regular mortar, meaning it fires a bit faster since it doesn't need to fetch ammo between shots.
Adeptguy Feb 5, 2021 @ 11:45pm 
Originally posted by Hoki:
well unless they have something thats a direct threat to you (smoke spewer, mortar, etc) you can ignore them for the most part and take care of raiders.

walls are great to break line of sight with the turrets so you can kill the mechs first and then attack the turrets one after another.

if you have access to smoke (launcher, grenades, belt) then you can destroy the turrets relativly safely as they cant shoot at you through the smoke (the smokecloud breaks line of sight for them therefore you can also deploy it between you and the turret and approach that far and them create the next cloud. rinse and repeat.
??? What are you on about? Who said I wanted "advise" for fighting the clusters? Did I ask? Read OP again.
Last edited by Adeptguy; Feb 5, 2021 @ 11:46pm
Adeptguy Feb 5, 2021 @ 11:47pm 
Originally posted by Andy:
While messing around in dev-mode I gained the option to "claim" a minislugger turret, for whatever that's worth.

That said, mechanoid turrets aren't actually that powerful. They all have longer range than their human counterparts ( those being the mini turret, autocannon turret, incendiary launcher vs the mechanoid mini-slugger, charge blaster turret, and inferno cannon turret) but fire much slower, resulting in lower DPS overall. One exception is the auto-mortar, which has identical stats to a regular mortar, meaning it fires a bit faster since it doesn't need to fetch ammo between shots.
Meh I guess thats it then. Shame really, but very understandable. Oh well.
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Date Posted: Feb 5, 2021 @ 6:02am
Posts: 11