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Settlement Machinegun Turrets question.
What is the difference between the Marks? Mk1, 3, 5 and 7.
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Showing 1-15 of 18 comments
TheBoogerMan Jan 7, 2017 @ 10:15pm 
The higher the number the more powerful they are; Mk7 turrets fire explosive rounds for instance.

The further away you are from Sanctuary, the higher the numbers tend to be; you can flip back and forth between the turrets while in the Workshop to try and generate the highest number available for your current location before actually spawning it (though it can take a few tries).

Cheers!
Last edited by TheBoogerMan; Jan 7, 2017 @ 10:16pm
The explosive rounds can damage generators and cages?
Also, thanks.
Zulu Jan 7, 2017 @ 11:07pm 
Originally posted by TheBoogerMan:
The higher the number the more powerful they are; Mk7 turrets fire explosive rounds for instance.

The further away you are from Sanctuary, the higher the numbers tend to be; you can flip back and forth between the turrets while in the Workshop to try and generate the highest number available for your current location before actually spawning it (though it can take a few tries).

Cheers!
I think MK 7 fire fiery explosive bullets that stagger on hit.
But yea, MK7 is by far the best to use in settlement defence. A whole bunch of MK7 Machinegune turrets are better then heavy machine gun turrets.
DouglasGrave Jan 8, 2017 @ 12:00am 
Originally posted by TheBoogerMan:
The higher the number the more powerful they are; Mk7 turrets fire explosive rounds for instance.

The further away you are from Sanctuary, the higher the numbers tend to be; you can flip back and forth between the turrets while in the Workshop to try and generate the highest number available for your current location before actually spawning it (though it can take a few tries).

Cheers!
They seem to have changed that; for a while now, I've seen them all automatically get the highest type for their location.

I'm not sure if the turret's level is persistent anymore either; Egret Tours Marina previously had a small corner of that settlement where the turrets had a higher number and before they changed it, I initially built turrets in that corner to get the higher number before moving them elsewhere. But last time I looked, all my turrets there seemed to be back to the standard number for that location.
DouglasGrave Jan 8, 2017 @ 12:03am 
Originally posted by Zulu:
Originally posted by TheBoogerMan:
The higher the number the more powerful they are; Mk7 turrets fire explosive rounds for instance.

The further away you are from Sanctuary, the higher the numbers tend to be; you can flip back and forth between the turrets while in the Workshop to try and generate the highest number available for your current location before actually spawning it (though it can take a few tries).

Cheers!
I think MK 7 fire fiery explosive bullets that stagger on hit.
But yea, MK7 is by far the best to use in settlement defence. A whole bunch of MK7 Machinegune turrets are better then heavy machine gun turrets.
They're better in terms of their actual performance in battle and in the amount of defence you get for the resources you spend. But having more turrets also means more of the settlement's build limit and system's resources spent on them, and another rattling source of noise to add to the general cacophony.
Zulu Jan 8, 2017 @ 12:33am 
Originally posted by DouglasGrave:
Originally posted by Zulu:
I think MK 7 fire fiery explosive bullets that stagger on hit.
But yea, MK7 is by far the best to use in settlement defence. A whole bunch of MK7 Machinegune turrets are better then heavy machine gun turrets.
They're better in terms of their actual performance in battle and in the amount of defence you get for the resources you spend. But having more turrets also means more of the settlement's build limit and system's resources spent on them, and another rattling source of noise to add to the general cacophony.
That may be so, but i tell you now: Kingsport's defence is so mighty and so great, that it can blot out the sun with a fiery lead hailstorm.
DouglasGrave Jan 8, 2017 @ 12:43am 
Originally posted by Zulu:
Originally posted by DouglasGrave:
They're better in terms of their actual performance in battle and in the amount of defence you get for the resources you spend. But having more turrets also means more of the settlement's build limit and system's resources spent on them, and another rattling source of noise to add to the general cacophony.
That may be so, but i tell you now: Kingsport's defence is so mighty and so great, that it can blot out the sun with a fiery lead hailstorm.
I imagine it also sounds like you're living inside an industrial grinder.

As far as explosive turrets go, as long as you've got clear lines of fire, you get the majority of the benefit from just a single turret because it keeps targets almost constantly staggering and unable to fight back. Funnily enough, I had a recent defence of the Slog where synth exterminators were taking constantly explosive crossfire from multiple turrets, but survived the onslaught until Cross-Slog (one of my provisioner killbots, named for its route) flew in and massacred them with flame jets.
Last edited by DouglasGrave; Jan 8, 2017 @ 12:43am
Zulu Jan 8, 2017 @ 1:19am 
Originally posted by DouglasGrave:
Originally posted by Zulu:
That may be so, but i tell you now: Kingsport's defence is so mighty and so great, that it can blot out the sun with a fiery lead hailstorm.
I imagine it also sounds like you're living inside an industrial grinder.

As far as explosive turrets go, as long as you've got clear lines of fire, you get the majority of the benefit from just a single turret because it keeps targets almost constantly staggering and unable to fight back. Funnily enough, I had a recent defence of the Slog where synth exterminators were taking constantly explosive crossfire from multiple turrets, but survived the onslaught until Cross-Slog (one of my provisioner killbots, named for its route) flew in and massacred them with flame jets.

Since Kingsport is on a hill, the turrets just have a line of sight to everything everywhere, so they just kill anything anything in a large radius around the base. I could have used less turrets, but these just blow away anything in seconds.
CaptainSarcastic Jan 8, 2017 @ 1:35am 
As your question has already been answered pretty well, I'll just mention that I tend to rely on Heavy Laser turrets with Missile turrets placed where they won't damage my own stuff.
http://steamcommunity.com/sharedfiles/filedetails/?id=801176199
http://steamcommunity.com/sharedfiles/filedetails/?id=801176205
DouglasGrave Jan 8, 2017 @ 2:07am 
Originally posted by Zulu:
Originally posted by DouglasGrave:
I imagine it also sounds like you're living inside an industrial grinder.

As far as explosive turrets go, as long as you've got clear lines of fire, you get the majority of the benefit from just a single turret because it keeps targets almost constantly staggering and unable to fight back. Funnily enough, I had a recent defence of the Slog where synth exterminators were taking constantly explosive crossfire from multiple turrets, but survived the onslaught until Cross-Slog (one of my provisioner killbots, named for its route) flew in and massacred them with flame jets.
Since Kingsport is on a hill, the turrets just have a line of sight to everything everywhere, so they just kill anything anything in a large radius around the base. I could have used less turrets, but these just blow away anything in seconds.
I try to avoid having things too open; it makes it hard to find the remains and can deny me the opportunity to kill things myself. I like to wall my settlements in so that attackers either get contained inside (and obliterated) or concentrated on points outside the walls where it's easy to keep track of them.

Keeping careless slaughtering under control is one of the reasons I also have my killbot provisioners using close-range weapons; if they're fighting out in the Commonwealth, I want to be able to beat them to a kill when it suits me.
TheBoogerMan Jan 8, 2017 @ 3:06am 
Originally posted by DouglasGrave:
Originally posted by TheBoogerMan:
The higher the number the more powerful they are; Mk7 turrets fire explosive rounds for instance.

The further away you are from Sanctuary, the higher the numbers tend to be; you can flip back and forth between the turrets while in the Workshop to try and generate the highest number available for your current location before actually spawning it (though it can take a few tries).

Cheers!
They seem to have changed that; for a while now, I've seen them all automatically get the highest type for their location.

I'm not sure if the turret's level is persistent anymore either; Egret Tours Marina previously had a small corner of that settlement where the turrets had a higher number and before they changed it, I initially built turrets in that corner to get the higher number before moving them elsewhere. But last time I looked, all my turrets there seemed to be back to the standard number for that location.
Hmm. I DID notice problems at Longfellow's Cabin at Far Harbor; only the first turret after loading the game would be a Mk7… the rest would be crappy Mk1s that wouldn’t cycle out like before. I’d be forced to save and load again, though sometimes backing all the way out of the Workshop would fix it as well.

And you may be right; I haven’t made additions to any settlements back in the Commonwealth in a while, so I wouldn’t have noticed the change.
TheBoogerMan Jan 8, 2017 @ 3:17am 
Originally posted by Yolo Swaginson:
The explosive rounds can damage generators and cages?
Also, thanks.
No, they won't harm your structures - though if you're in their line of fire they’ll harm YOU (I play on Survival all the time and have been killed by my own Missile turrets more than once…)

A quick tip: place your turrets high up – the higher the better. This has the effect of giving them a commanding field of view and clear sightlines. Use the scaffolding structures; I’ll use one tall skinny scaffold w/platform if placing a turret on top of a house or other structure, or two tall skinny scaffolds double stacked w/platform if placing a turret on the ground.

This also has the effect of making it hard for attackers with launchers to target them; they’ll usually miss.

If your turrets are on or close to the ground, said attackers only have to get close with missiles or mini-nukes to damage or destroy them.
Last edited by TheBoogerMan; Jan 8, 2017 @ 3:25am
TheBoogerMan Jan 8, 2017 @ 3:19am 
Originally posted by Maria Francis:
Originally posted by DouglasGrave:
They're better in terms of their actual performance in battle and in the amount of defence you get for the resources you spend. But having more turrets also means more of the settlement's build limit and system's resources spent on them, and another rattling source of noise to add to the general cacophony.
The Radstags you do not hunt influence the levels of the turrets.
No way! Really?!

Hmmm...
DouglasGrave Jan 8, 2017 @ 3:22am 
Originally posted by TheBoogerMan:
Originally posted by DouglasGrave:
They seem to have changed that; for a while now, I've seen them all automatically get the highest type for their location.

I'm not sure if the turret's level is persistent anymore either; Egret Tours Marina previously had a small corner of that settlement where the turrets had a higher number and before they changed it, I initially built turrets in that corner to get the higher number before moving them elsewhere. But last time I looked, all my turrets there seemed to be back to the standard number for that location.
Hmm. I DID notice problems at Longfellow's Cabin at Far Harbor; only the first turret after loading the game would be a Mk7… the rest would be crappy Mk1s that wouldn’t cycle out like before. I’d be forced to save and load again, though sometimes backing all the way out of the Workshop would fix it as well.

And you may be right; I haven’t made additions to any settlements back in the Commonwealth in a while, so I wouldn’t have noticed the change.
I don't know about Longfellow's Cabin in particular, but I would have expected it to produce higher-grade turrets since it's on the Island, and from what I've seen, you always get the highest grade for a given location.
TheBoogerMan Jan 8, 2017 @ 3:29am 
Originally posted by DouglasGrave:
Originally posted by TheBoogerMan:
Hmm. I DID notice problems at Longfellow's Cabin at Far Harbor; only the first turret after loading the game would be a Mk7… the rest would be crappy Mk1s that wouldn’t cycle out like before. I’d be forced to save and load again, though sometimes backing all the way out of the Workshop would fix it as well.

And you may be right; I haven’t made additions to any settlements back in the Commonwealth in a while, so I wouldn’t have noticed the change.
I don't know about Longfellow's Cabin in particular, but I would have expected it to produce higher-grade turrets since it's on the Island, and from what I've seen, you always get the highest grade for a given location.
It seemed to be just Longfellow's Cabin; the other settlements I've started on the main island always received Mk7s.

Perhaps it’s because of some of the mods I’m using? Though I don’t think ANY of them directly affect turrets.
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Date Posted: Jan 7, 2017 @ 10:07pm
Posts: 18