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They pick the closest target, lock on, fire until that target is destroyed, then switch to what is the closest target, lock on, etc.
Small biters/spitters should not be a problem for groups of 3-4 turrets, overlapping each other and protected by walls. At least not on default settings.
That's such a ♥♥♥♥ move. I was getting paranoid that I wasn't keeping up for early-game military, when the truth is that they added RNG to the combat. I mean, more RNG than Behemoth spawns at high evolution.
That way, your gun/laser turrets will handle the closest enemies while the fire takes care of those behind.
Your memories might also have included damage and firing speed technologies, those drastically improve the damage done by gun turrets (damage technology applies to both the turret and the ammo, increasing the damage significantly as a result).
This causes them to no longer do a weird pathing glitches that resulted in a biter trickle that was easily defeated. In my old 0.16 map, a single gun turret was sufficient to tank an entire late-game horde with behemoth enemies mixed in.
After the change, the rush is now much, much faster and requires a good amount of turrets to fend off.
Honestly vanilla biters are so easy to beat in freeplay and so easy to avoid them launching waves I've kinda numbed myself with the mods that increase difficulty. Playing without rampant at least feels like you don't even need to build a single wall to defend. Then adding stuff like armoured biters, and natural evolution enemies in my latest run really shows how crazy they can get.
Even Vanilla deathworld is beaten the moment you get flamethrower turrets and then its just a slow slog through nests if you actually want to keep playing that map.
but anyway, do not rely solely on gun turrets, the ammo is expensive to produce and they are the games earliest and weakest turret requiring tech upgrades to keep up. Flames, repairing bots and walls means vanilla biters are already 100% beaten if you don't just go out there in a tank and take out every nest.