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Turrets also have a longer range than rovers, so if you build a couple with enough overlap, combined with defensive rovers, they can destroy a rover before it gets more than one shot off, if even that.
You had a tough go with that mystery, but it is not insurmountable. I beat it without a single colonist death or even significant damage to my colony, and I think I maybe built 7 or 8 turrets.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926870719
Second off, the Mysteries are meant to be a challenge for you to overcome. Because you couldn't handle a challenge the first time it was thrown at you you simply throw your hands up, call the game stupid and unfun, and complain about it? Do you give up and quit at every thing you do the first time it gets the slightest bit hard or you fail in any way? That's kind of a childish attitude that's never going to get you far. How about learning to adapt to handle the challenges presented to you?
Third, tons of players have managed to beat this Mystery just fine, the problems you perceive have nothing to do with the Mystery, they frankly are a you problem. Analyze rover behavior. Look at the strengths and weakness of your turrets. Learn to prepare and adapt. Way back when this post was originally made before being necroed, I literally laid down exactly the path you need to take to beat this Mystery.
Mystery solved.
The Marsgate mystery is actually not that hard. You simply need a bit of of a resource reserve to set up the defence architecture described above. Each turret costs 5 electronics and 10 metals. Depending on terrain and possible chokepoints, 50-100 electronics and 100-200 metals should be enough for constructon and repairs.
This is actually one of my favorite mysteries, since you get cheap meteorite defense towers (4000RP and only 10 metals vs. 15 for lasers), and even some mobile platforms on top of it.