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Page 1 | Turret MK3Long range energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.The MK3 turret is substantially more power-efficient than previous tiers of turrets, and the usual limiting factor in a successful defence is placement and then power usage - not generally 'number of turrets'SpecificationsRange: | 72m | Damage Per Shot: | 3600 | Power Per Shot: | 400 | Max. Power Capacity: | 900 | Max. Power Recharge Rate: | 512 per second | Reload Time: | 4 seconds |
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Page 1 | Missile Turret MK1
Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper. Missile Turrets require Line-of-sight to their targets, and should be mounted to give the best field of fire.SpecificationsMinimum Range: | 64m | Maximum Range: | 512m | Missiles per Salvo: | 1 | Reload Time: | 15 seconds | Damage (per missile): | 75k - 750k (Based on missile) |
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Page 1 | Turret MK2Basic energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.The MK2 turret is more power-efficient than the MK1. The the usual limiting factor in a successful defence is placement and then power usage - you are likely to need to upgrade these turrets with drops from the larger mobs.SpecificationsRange: | 20m | Damage Per Shot: | 96 | Power Per Shot: | 32 | Max. Power Capacity: | 192 | Max. Power Recharge Rate: | 512 per second | Reload Time: | 0.4 seconds |
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Page 1 | T4 Energy Turret
These massive turrets are the highest-damaging energy-based weapon available, and are easily capable of taking down Heavy and Boss class enemies.These are best paired with T4 PSBs. When a target is located, the Turret will start to charge from available power sources - once full, it will discharge the full stored energy onto the target.SpecificationsDamage: | 60,000/sec | Power Capacity: | 256,000 | Maximum Range: | 64m |
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Page 1 | Missile Turret MK3
Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.SpecificationsMinimum Range: | 64m | Maximum Range: | 512m | Damage (per missile): | 50,000 (basic missile) | Missiles per Salvo: | 3 | Reload Time: | 15 seconds |
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Page 1 | Turret MK1
Basic energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.Turrets should be used to cover a number of critical parts of your base. As well as the CPH, you will want to defend any exposed Power Storage Block, Ore Extractor, and if you're on a hard enough difficulty, any power-using machine.Hint : It's far better to place a turret down near all your mining operations, than to hope you've find a sneaky way to confound the natural threats of this planet.SpecificationsRange: | 16m | Damage Per Shot: | 50 | Power Per Shot: | 40 | Max. Power Capacity: | 100 | Max. Power Recharge Rate: | 512 per second | Reload Time: | 1 second |
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Page 1 | Missile Turret MK4
Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.SpecificationsMinimum Range: | 64m | Maximum Range: | 512m | Damage (per missile): | 50,000 (basic missile) | Missiles per Salvo: | 4 | Reload Time: | 15 seconds |
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Page 1 | Missile Turret MK2
Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.SpecificationsMinimum Range: | 64m | Maximum Range: | 512m | Damage (per missile): | 50,000 (basic missile) | Missiles per Salvo: | 2 | Reload Time: | 15 seconds |
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Page 1 | ARTHER Turret
A long range power efficient turret with the downside that it must be operated by ARTHER. To use, highlight the turret and press the interact key (default 'E') to dock ARTHER to the turret.The turret can either be powered externally or using ARTHER's power reserves. If the turret is powered externally ARTHER will receive sufficient charge to remain there indefinitely. If ARTHER runs out of power he will undock and return to the user.SpecificationsRange: | 64m | Damage Per Shot: | 33 | Power Per Shot: | 5 | Max. Power Capacity: | 150 | Reload Time: | 10 seconds | Crew: | 1 (ARTHER) |
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