RimWorld

RimWorld

VoiD Nov 30, 2022 @ 5:44am
Do you think turrets are ever going to become relevant again in vanilla combat?
Just wondering.

They were nerfed a long, long time ago due to exploits using them, this, of course, didn't really help much to avoid the exploits, but it did make them useless for regular gameplay.

The issue with turrets is that

1: They are extremely vulnerable and receive no bonuses from cover
2: They are imobile and have limited range.
3: They explode like ♥♥♥♥♥♥♥ nukes.

So if you attempt to use turrets around your outer walls to help with support fire they will probably get destroyed by attackers before they even start firing, and the fact that they are very easy to hit makes this problem even worse, the only practical way to use turrets is by placing them inside of your base/fortifications, with walls at their exact range limit, so they won't get shot by enemies before they can fight back, but, again, due to the nerfs and the fact that they explode, they often create more problems than they help solve.

Do you think they need to be looked at? Specially now that we have mechanitors running around with mechs that are far more powerful than turrets, and mobile too, are the nerfs still "necessary"?

Also, one random idea I had, what if all turrets could return fire at any range?
As in, they still keep their regular range, and will not fire at random targets outside of this range, but once they get attacked, considering they are imobile, they should at least attempt to fire back to defend themselves.
Originally posted by Hykal:
Oh forgot to mention, turrets do gain cover ... but only for the mini-turret. 2x2 turrets don't (so 2 out of 3 dont), EXCEPT for the bottom left bit of the turret. Yeah, that's kinda dumb.

Here's a mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2636621800
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Showing 1-15 of 91 comments
Scipione Nov 30, 2022 @ 5:55am 
Don't have much problems with the current turrents...
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
Pizzarugi Nov 30, 2022 @ 5:58am 
I agree, vanilla turrets feel like a drain on resources and power unless you specifically create a killbox and pile a ton of them together to overwhelm the enemy.

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.
EngineerDoge Nov 30, 2022 @ 6:01am 
Right now I use a non-single-funnel killbox. My current playthrough I am in a Boreal biome with a 50?x50? square of marsh that raiders have to get through to get to my 8 auto-turrets. Half of a 30 man raid usually ends up being gunned down half way though the marsh by just the auto-turrets alone. If I have pawns backing them up, I could probably take on a 100 man raid easily.

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.
XelNigma Nov 30, 2022 @ 6:08am 
I'll start off by saying I never use turrets at all. I build in a open village style that doesn't really make turrets useful. And if I did incorporate a turret here and there, like you said it will die near instantly and leave a huge hole in my house or workshop. Causing more damage than the raiders.

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.
Hykal Nov 30, 2022 @ 6:29am 
Turrets are you trading work and resources for a bit of leeway. You should treat them as less expandable consumables. Placed correctly, and covered with walls so they don't chain react boom each other, they're a very strong compliment to your colony, but they will not replace a good combat pawn.

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.
The Blind One Nov 30, 2022 @ 6:39am 
I'd like turrets more if you could just sink a bunch of expensive resources into them to make them useful.

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.
The author of this thread has indicated that this post answers the original topic.
Hykal Nov 30, 2022 @ 6:40am 
Oh forgot to mention, turrets do gain cover ... but only for the mini-turret. 2x2 turrets don't (so 2 out of 3 dont), EXCEPT for the bottom left bit of the turret. Yeah, that's kinda dumb.

Here's a mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2636621800
VoiD Nov 30, 2022 @ 6:45am 
Originally posted by Hykal:
Oh forgot to mention, turrets do gain cover ... but only for the mini-turret. 2x2 turrets don't (so 2 out of 3 dont), EXCEPT for the bottom left bit of the turret. Yeah, that's kinda dumb.

Here's a mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2636621800
Ohh, thanks, I didn't know they changed this part, that's a good change, even though it's bugged and makes no sense, I'll try the mod, see what happens.
Enigman Nov 30, 2022 @ 6:50am 
downlowd the vanilla turrets pack
you will never say turrts are weak again
Hykal Nov 30, 2022 @ 6:59am 
Current turrets are already good. I think players either don't place them correctly or don't place enough of them. You ever see a line of uranium slug turrets tear a mech boss raid? It's a thing of beauty.

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.
Narrowmind Nov 30, 2022 @ 7:00am 
I think the turrets are dreadful. I haven't used them since my first game. I tried after the nerf, and never went back. Having to replace the barrels means I think they should be removed from the game. They are just that bad in vanilla, to me. Yes, I'm only speaking of the mini turrets. They are way too squishy and messy with their explosions, while being costly.
The Blind One Nov 30, 2022 @ 7:07am 
Originally posted by void:
downlowd the vanilla turrets pack
you will never say turrts are weak again

Which one? There's like a few of them.
Morkonan Nov 30, 2022 @ 9:34am 
Originally posted by VoiD:
...
Do you think they need to be looked at? Specially now that we have mechanitors running around with mechs that are far more powerful than turrets, and mobile too, are the nerfs still "necessary"?
..

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?
psychotron666420 Nov 30, 2022 @ 9:49am 
My turrets are working fine. When Raiders use their toxic gas to turn animals all Manhunter on me, the turrets do their job killing the legions of maddened animals. They also do their job at my base entrances. I don't bother with kill box tactics, ♥♥♥♥ is boring and tedious af.
Astasia Nov 30, 2022 @ 10:06am 
Turrets not getting cover was a bug, I don't know how long it existed but they were always meant to get cover and the game always told you they got cover, the current issue with 2x2 turrets is also obviously a bug.

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.
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Date Posted: Nov 30, 2022 @ 5:44am
Posts: 91