You know, I’ve been working on some cleaning of backend stuff in the code and been sorta repeatedly reminded of the existance of turrets recently, which has posed a very interesting thought.
What is the current mechanical integrity of turrets as a subsystem?
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Sentry gun laptop is a bit outdated and under developed.
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Sentry guns are inaccessible to the point of forced scarcity.
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Sentry gun upgrade kits are even more inaccessible and there utility basically only applies to generic USCM issue turrets. : EDIT : I forgot to mention you can purchase them for 15 points in the combat technicians equipment vendor, equivalent to 5 plastic explosives making it an inferior deal, thanks samson.
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Sentry gun ammo can not be unloaded without depleting the sentry gun’s magazine, and even then you need to have an additional magazine available.
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Sentry gun’s are unable to fire on targets if they do not move when the sentry gun is deployed.
edit – This break broke the forum earlier, this is here to keep it from breaking
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UA 571-C Sentry Gun - Around a 10 second time to kill, can miss, high AP, doesn’t secure the kill on critical targets.
- UA 725-D Sniper Sentry - Actually has around the same amount of time to kill as the regular sentry gun turret, with higher ap, and it never misses. A direct total pure upgrade.
- UA 571-D Omnidirectional Sentry Gun - Identical to the main sentry gun, but has a lower range.
- UA 512-M Mini Sentry - Far faster time to kill being a generally improved version of the main sentry gun, but firing far faster and firing weaker projectiles. Does well against armour to boot.
- UA 12-G Shotgun Sentry - The time to kill on this turret is insane, and it can chain stun a xeno with incredibly efficacy, its ammo economy isnt incredible and it can only attack within 3 tiles, making this turret an absolute MENACE against lurkers and being able to kill even a rav in exceptionally short order.
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UA 42-F Sentry Flamer - Being able to fire X-GEL at an ALARMING rate, this turret is INCREDIBLY lethal, 3 shotting a defender in a total of 7 seconds, the downside is its projectile speed makes the weapon prone to missing, and the rate at which the XGEL puddles cause ff.
- UA 45-FM Mini Sentry - Firing standard napathal gel, this mini sentry fires at an INCREDIBLE rate, resulting in the rapid death off any target in close range.
- UA 60-FP Plasma Sentry - Firing standard napathal gel, this sentry fires quite slowly and leaves no puddles, but sets targets on fire over massive range leaving behind disorienting smoke clouds.
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21-S Tesla Coil - Firing electric arcs, it applies a consistent, debilitating stun and daze within 3 tiles of itself about every 2 seconds to all nearby valid targets, it deals no damage.
- 25-S Micro Tesla Coil - Identical to the regular tesla coil but shoots faster, resulting in a more reliable removal of abbilities.
- 21-S Overclocked Tesla Coil - Identical to the regular tesla coil, but shoots slower and applies a knockdown effect and longer debilitation. And I mean a LONG time, easily 10 seconds. Enough to fuck over the queen. Doesnt remove a couple of abbilities but does remove the kings bulwark of the hive and the queens screech.
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R-1NG Bell Tower - Seemingly applies a slowdown effect to anything within 4 tiles while making a distinct noise and becoming red. : EDIT : I forgot to explicitly mention you cannot get the R-1NG Bell Tower in conventional gameplay at this time, I didn’t think this needed mentioned, but samson made a good point, so do note this isnt formally accessible in the game, much like the APC.
- Camoflauged R-1NG Bell Tower - Identical to the regular tower but is reinforced and has an equivalent to the sniper cloak, allowing it to become nearly invisible until it activates.
- R-1NG Motion Detector Tower - Applies a stronger? Slow down to the regular tower, applies within 7 tiles, and makes no visual cue when activated.
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JIMA Planted Flag - Applies a strong AIM and HOLD buff within 3 tiles. Creates a wide ranging light, and acts as a permanent CAS target.
- JIMA Planted Warbanner - Applies a stronger AIM HOLD MOVE buff within 3 tiles. This buff lasts a meaningfully long time once a person leaves the effected radius.
- Extended JIMA Planted Flag - Applies a strong AIM and HOLD buff within 6 tiles.
A quick mention to the sentry gun network and its restrictions, CAS Gauss, Map Gen, FOB, Dropship, Hardpoint, ETC turrets are all unable to be linked to the sentry gun network “much to there detriment”, and the sentry gun network itself is a non factional GENERAL network used across factions, which doesn’t make a ton of sense when one considers contexts like CLF Insert, HVH, Vaipo, WY Event, Etc.
And as a final note to work off of for discussion’s sake, the only current sources of turrets in general are eclectic map inserts, a few ERT spawns, a singular contested spawner per combat technican, and as far as im aware that’s every source of turrets in a shift. In general maybe 10 turrets will spawn on average in a shift, and usually less factoring the brute, this makes it pretty uncommon for them to be utilized meaningfully and with there EXCEPTIONAL destructibility, it makes developing tactics that utilize turrets very difficult. Beyond this sentry upgrade kits are even more scarce, exclusively existing on lv-522 in engi as a spawn and being vendible by combat technicians for 5 plastic explosives worth of points.
