Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I believe though this information may be old that they don't properly recieve cover like a colonist so cover only absorbs missed shots so while cover for them may save a bit of damage it really shouldn't be high priority unless you mod in proper cover for them.
For small turrets, build an enclosure to restrict their firing arc so they can't direct their fire towards where your pawns may normally be. Adding a firepopper in radius will prevent continued fires when they explode. Protect the batteries/power by running wires through walls behind them and branching to each turret if they'r in a contiguous bank. (So it's likely only their own feedline is cut if damaged. Or, you can put in redundant power feeds.) Always put turrets on Switches for on-demand use only.
Turrets are worth it if they are in a place where they can fire upon the enemy for prolonged periods of time or are actively supplementing your own colonists doing the same.
I don't use 'em, so can't answer to that. IMO, their rate of fire and range mean they're best used in combination with specific construction that funnels enemies into their field of fire. (I haven't used them/similar in years. Some players seem to like them, though.)
If you get enough turrets in once place they can be devastating however.
They might work on lower difficulties, if you have a couple enemy per raid, but their damage is low, rate of fire is low, they're high maintenance, they take power, they get run over by any serious raid, etc.
There are popular killbox designs that use a brickton of turrets to add firepower but really it's not worth the cost, you can reach better efficiency with pawn-only killboxes
Mortars are situationally useful though, it's always good to get a couple of them
You can also plunk down a few turrets, even unpowered I believe, in mines or other places you'd rather sappers not break in through. They'll try to avoid the turrets, even if that means wandering into your turretless killbox instead.
Sure, they have many downsides, but you'd much rather fight raiders alongside turrets and traps than without them.
I've admittedly not use rocketswarm turrets much, preferring to have a pawn carry a launcher so if anyone can give tips to use it, that'd be great.
Steel and components are two of the most important, and scarce resources you need to augment combat power (or do anything else of importance really), so clearly turrets have competition there. Most mid to endgame weapons and armors will make use of steel and components
Mechs are a much better steel investment than turrets for example
That's because mechs are ridiculously cheap and OP.