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At first: there are more turrents than only the basic one and you should combine those
Second: If you build your normal gun turrents out of uranium for example instead of steel, they will have more hitpoints and are also not flameable anymore, which makes them much more durable
Don't think turrents need a buff tbh
This is why I've instead opted to using Misc. TurretBase alongside Glitter Tech mods. Turrets barely benefit from cover? Build them out of titanium or alpha poly. Turrets deal poor damage versus the large number of enemies? Build a turret base and fit it with a minigun.
Turrets are still great. I usually use them as the first layer of a three layer defense (turrets, Auto-turrets, and Bunker(Pawns), but they aren't good JUST by themselves, just like auto-turrets would get swarmed by melee if they were just by themselves (unless you have a defense like I am currently doing). If you are building an non-cheese defense, then you need multiple layers of defense to support the other.
And quite honestly, the fact that they explode I think actually helps them a bit. You need to have them separated farther apart, but the explosion will also take out any melee attackers that come in as well.
If you are using them along your wall, I would probably pair them with a mine field to soften up the raiders as they approach the turrets, or pair them with auto-turrets and have them just out of the auto-turrets inner non-fire zone. Use them to keep any melee attackers out of the auto-turrets inner non-fire ring.
I get why turrets such so bad, it was part of the on going fight against exploitive kill boxes. That's why sieges where added. And sappers and "cleaver tactics" and infestations and drop pod raids. And with the drop of biotech they added fire breathing imps and beem mechanoids all for the attempt to fk up kill boxes.
But for turrets to be useful, the explosion needs to go first off, then the got awful fire rate needs improved. Accuracy too.
But instead of a flat stat buff, I would rather new features be added. Like ways to install upgrades to them. And maybe add a security terminal that links with turrets on a network that when manned gives the player control of the turrets as well as a major buff to fire rate, range and accuracy.
This way you can upgrade your turrets with reinforced plates for more defence and hp, then have a pawn man a security terminal to make turrets actually useful. Maybe limit each terminal to control only 4 turrets at a time or something.
Of course this would only make kill boxes even better so it's never going to happen. But maybe a modder could look into it.
Mini-turrets are first and foremost distractions, their job is to explode and take a pawn or two with them. Place them as bait for rocket launchers.
Autocannons are slightly weaker charge lances with slight longer range, burst damage and a faster firing rate. They're your go-to, not mini-turrets. Treat them as stronger charge lances more or less, but immobile.
Uranium slug turrets are your Centipede killers. At 55 damage, that's almost double the power of a charge lance with double the armor penetration.
Turrets biggest disadvante is they arent close combat weapons, but that's fine, that's what your pawns, animals and Scythers are for. As long as you build turrets with the same mindset of being longrr lasting spike traps, and you keep them safe via shields (either via shield packs or the new Mechanoids), then they will always be useful for any colony.
Make them cost like an advanced component or something but make them accurate and deadly instead. That way you'd have to decide early game whether you want the extra firepower by sinking in a precious adv component or whether you're saving up for later.
This would make turrets valuable assets that are useful at a cost. Later on when adv components are plentiful, you could basically automate your base defenses ... as you'd expect from an advanced high tech base. At least that's how I see it.
Here's a mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2636621800
you will never say turrts are weak again
I'd also note 1.4 also adds two new turrets: firefoam turrets (which is not combat admittedly, but still useful) and Rocketswarm launcher turrets. They're VERY good.
Which one? There's like a few of them.
Turrets were a bit OP before release. They needed a nerf, I guess. Maybe...
I make use of them only if I'm committed to late-game play. Otherwise, I rarely use them anymore. (I will use mortars, of course.) I don't use any of the "newer" gun/shell turrets and never liked them very much, anyway.
There is something to be said, though, of the old-fashioned, traditional, Rimworld-Slaughter-Box gameplay... Seeing one's clever plan bear fruit is a reward. The 'splosions and body-parts, the better. Eyeballs and teeth flying all over the place is Rimworld Rain.
I wouldn't say they need a rework or buff, but I would say that players who like traditional kill-box play might enjoy some different sorts of defensive emplacements.
A flamethrower option? (Mount a rocket engine, sideways...) Capacitor Discharge Antenna? (AOE, dumps all the capacitors attached to it on the first enemy that happens across it, chains its effect xx meters.) Quicksand? :) I'm not suggesting "Lemmings" play, but it's possible that those who'd like to see turrets get a buff may actually like to see "Variety" that gives them more options. Maybe?
Turret damage was nerfed a bit in 1.1 then buffed back up in 1.3.3200. They are still very strong, but you do have to stack them in a defensible area.