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Gun turrets on the other hand are pretty much useless after you get your power sorted out. Sure a gun turret has more dps than a laser turret for the same amount of research but because the lasers have a much longer range they can shoot earlier, more of them can fit in the range to shoot at the same target and the automated supply of ammo/power takes significantly less space at the wall and they take less resources for upkeep. Lasers are the superior choice over gun turrets.
Gun turrets of course aren't even a question as soon as any other type is unlocked.
Laser turrets require a lot of power, if you are using solar it might seem fine but it still means that you need a large amount of accumulators and solar panels on top of what is needed for your base in order to ensure that you won't blackout during the night and have your defenses breached just because your laser turrets sucked your power dry.
Flamethrower Turrets are AE as opposed to only hitting one target, and so are very OP just for that alone. Their range is just gravy.
Laswer Turrets have a middle range (longer than gun Turrets, shorter than Flamethrowers), which is kind of backwards for what you'd expect (you'd expect greater range than a flamethrower). They have the LOWEST damage output at equivalent tech levels, to compensate for only needing power and nothing else.
Gun Turrets are the highest single target damage, but have the shortest range (again, not what you'd expect, you'd expect middle range, longer than Flamethrower but shorter than Laser).
A lot of people find the decrease in damage more than offset by the decrease in requisite logistics, and so jump on Laser turrets as soon as possible. Regular gun Turrets still have their place; however Flamethrower turrets should (even though I personally don't do this LOL) be the backbone of any serious defensive emplacement and can be backed by either Laser or gun turrets.
The fourth turret type, Artillery, has a different role to play ...
I do this for two reasons:
1. The damage output of gun turrets is insane if you have the additional damage techs researched, especially if you go into the infinite range. Even behemoths melt down after being hit by a few bullets if your tech is high enough.
2. While laser turrets don't need much infrastructure to set up, you need to have enough power production to keep up with short but massive spikes in case they start to shoot. Also, if the power connection is cut for a laser turret, it's useless. Both gun turrets and flamethrower turrets can still use the ammo they are loaded with for some time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2170792185
Flamethrower turrets have a minimum range so walls are generally built at at distance at least equal to that minimum range and expand out from there, so the only thing that'd be on fire are your walls, which don't seem to take any fire damage.
Realistically speaking though, you tend to remove the trees in order to be able to place the walls and turrets anyway so it's not a problem most of the time.
To tack onto this, by the time I have flamethrower turrets setup, I have no fears at all of even the highest tier of biters putting a dent in the defenses, so a little pollution from a forest fire outside my base isn't a danger, I'm pumping out pollution challenging any to come.
Wall of uranium gun turrets can kill green spitters before they get a chance to shoot.
Plus, you got to do something with all that uranium leftover anyway.