Difference between revisions of "Turret Command"

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(Comfirmed range of damage (2-4) fro the shoot actions of turrets)
 
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}}</onlyinclude>{{Equipment Tooltip}} {{Equipment Summary}}
 
}}</onlyinclude>{{Equipment Tooltip}} {{Equipment Summary}}
  
{{todo|this page needs clean-up}}
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Two Turrets are in the front, next to the bridge, two in the middle, accessible from the front ship bays and front storage or medbay, respectively, and two in the rear, connected to the rear bays and the engine room.  
Two Turrets are in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room.  
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== Display ==
 
== Display ==
  
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The 6 turrets are listed on the '''left hand side''' of the view screen.  Their arrangement is easier to remember if read from bottom to top.
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The six turrets are listed on the '''left hand side''' of the view screen.  Their arrangement is easier to remember if read from bottom to top.
From inside a Turret you can see one person from each other Turret, and if someone is in a {{Equipment|Patrol ship}} or {{equipment|Pasiphae}}, the ship icon and its pilot would show up just next to the turret screens.  You can also see how many charges are left in each turret.  
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From inside a Turret, you can see one person from each other Turret, and if someone is in a {{Equipment|Patrol Ship}} or the {{equipment|Pasiphae}}, the ship icon and its pilot would show up just next to the turret screens.  You can also see how many charges are left in each turret.  
  
 
''In this screenshot there are no ships out. There are four charges in each Turret, except for Rear Alpha Turret and Centre Alpha Turret which are spent, either because someone has been firing or they are broken.
 
''In this screenshot there are no ships out. There are four charges in each Turret, except for Rear Alpha Turret and Centre Alpha Turret which are spent, either because someone has been firing or they are broken.
  
On the '''right hand side''' of the screen it shows 14 (of the 56) ships that are currently shooting at the Daedalus. The first ships listed on the right-most column show an exemplar of all the types of hunters that are attacking. When shooting, '''you can click on the ship you want to aim''', or if unspecified you will shoot a random ship. Hovering an asteroid will tell you how long you have before it deals its damage.  {{confirm|An Asteroid with earliest collision time is always shown.}}  
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On the '''right hand side''' of the screen it shows 14 (of the 56) ships that are currently shooting at the Daedalus. While not displaying all the ships in this case, this area will always show at least one of every type of Hunter/asteroid out there.*
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When shooting, '''you can click on the object you want to aim at'''. - Otherwise you will shoot at random, which is not very effective. Hovering the mouse over an asteroid will tell you the number of cycle changes remaining before it collides with the hull.  {{confirm|The Asteroid with the earliest collision time is always shown.}}  
  
''In this screenshot, even though we cannot see all the [[Hunters]], Trax and Asteroids, we know that there is no Aracks, d1000s or [[trading|transporter]] surrounding the ship.  
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*''In this screenshot, even though we cannot see all the [[Hunters]], Trax and Asteroids, we know that there are no Aracks, D1000s or [[trading|transporter]]s surrounding the ship.  
  
 
== Mechanics ==
 
== Mechanics ==
Turrets have a base percentage of 30% accuracy rate for all players, as compared to an 80% accuracy base rate for a pilot in a ship. They cost 1 AP or 1 shooter point to fire.  The [[Inventory#Gear|Lenses]] and the [[Inventory#Gear|Sniper Helmet]] increase your chances by 10% each, and they do stack (For example, 1 NCC Lens will give you 30% + 10% * 30 = 33%, 2 NCC Lenses will give you 36% and so on). Also, for each failed shot your next shot has a higher percentage rate of hitting.  General advice is to only use turrets when the AP cost of flying is exceeds turret AP (say 1 ship with 2 hp left), there are no pilots or there is an emergency and you can't move the ship.
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Turrets have a base of 30% accuracy for all players, as compared to an 80% accuracy base for a {{Skill|Pilot}} in a Patroller. They cost 1 {{AP}} or 1 {{AP|Shot}} to fire.  The [[Inventory#Gear|Lenses]] and the [[Inventory#Gear|Sniper Helmet]] increase your chances by 10% each, and they do stack (For example, one NCC Lens will give you 30% * 1.1 = 33%, two NCC Lenses will give you 36.6% and so on). Also, for each failed shot, your next shot has a higher percentage rate of hitting.
  
 
== Action ==
 
== Action ==
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**If a [[Trading|Transporter]] is hit, it will leave at the beginning of next cycle.
 
**If a [[Trading|Transporter]] is hit, it will leave at the beginning of next cycle.
 
**A charge is used even if the action fails
 
**A charge is used even if the action fails
**Damage: {{confirm|2-4}}
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**Damage: 2-4
 
***If the target reaches 0 shield points, it is destroyed and the remains ({{item|Scrap Metal}}, etc.) can be collected around the DAEDALUS.
 
***If the target reaches 0 shield points, it is destroyed and the remains ({{item|Scrap Metal}}, etc.) can be collected around the DAEDALUS.
 
|Public Log = {{todo|log}}
 
|Public Log = {{todo|log}}
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== Tips ==
 
== Tips ==
  
Turrets are ineffective. It costs 1 {{AP}} to fire, with only 30% base accuracy to hit, and low base damage.
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With only 30% base accuracy and low base damage, turrets are ineffective in the hands of everyone except a {{Skill|Gunner}} (slightly less so if you are {{Skill|Creative}}) and operating them is usually considered a waste of {{AP}}{{AP}} when Pilots can still fly.
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As such, they should only be used in an emergency, to finish off already wounded hunters, or numbers too small to warrant taking off for (1-2). Or if you have {{AP|Shot}} to burn to prevent overflow.
  
Their efficiency can be improved with an {{Item|Invertebrate Shell}} for double damage, and accuracy boosts like the [[Vending_Machine#Projects|Targeting Assist]] project, but mostly they should only be used to finish off already wounded hunters, or numbers too small to warrant taking off for (1-2).
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Their efficiency can be improved with an {{Item|Invertebrate Shell}} for double damage, any accuracy boosting items, and specific accuracy boosts like the [[Vending_Machine#Projects|Targeting Assist]] project.
  
 
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.
 
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.

Latest revision as of 14:25, 11 March 2017

Turret Command
Turret Command
 This is the maximum amount of charges this equipment can hold.x4
In-game Description Maintenance Stats
Defense against the Hunters is a priority comrade ! Firing post for the Thingumatron 3000. Cutting edge design with toughened glass shields and a teslatron make it a formidable weapon against the Hunters.
Repairing. Repair: 12%
Dismantle chance.Dismantle: no
Sabotaging. Sabotage: 12%
Green Jelly. Slime target: yes
Location

Each Turret room (x6)

There are 6 Turrets located on the ship, from which you can fire at enemy ships.

Two Turrets are in the front, next to the bridge, two in the middle, accessible from the front ship bays and front storage or medbay, respectively, and two in the rear, connected to the rear bays and the engine room.

Display

When you enter a Turret room, even if the Turret Command is broken, a screen such as the following appears:

Turret Location Screenshot
Turret screen shot.png
Rear Bravo Turret
Centre Bravo Turret
Front Bravo Turret
Rear Alpha Turret
Centre Alpha Turret
Front Alpha Turret

The six turrets are listed on the left hand side of the view screen. Their arrangement is easier to remember if read from bottom to top. From inside a Turret, you can see one person from each other Turret, and if someone is in a Patrol Ship or the Pasiphae, the ship icon and its pilot would show up just next to the turret screens. You can also see how many charges are left in each turret.

In this screenshot there are no ships out. There are four charges in each Turret, except for Rear Alpha Turret and Centre Alpha Turret which are spent, either because someone has been firing or they are broken.

On the right hand side of the screen it shows 14 (of the 56) ships that are currently shooting at the Daedalus. While not displaying all the ships in this case, this area will always show at least one of every type of Hunter/asteroid out there.* When shooting, you can click on the object you want to aim at. - Otherwise you will shoot at random, which is not very effective. Hovering the mouse over an asteroid will tell you the number of cycle changes remaining before it collides with the hull. Icon Confirm: The Asteroid with the earliest collision time is always shown.

  • In this screenshot, even though we cannot see all the Hunters, Trax and Asteroids, we know that there are no Aracks, D1000s or transporters surrounding the ship.

Mechanics

Turrets have a base of 30% accuracy for all players, as compared to an 80% accuracy base for a Icon Pilot in a Patroller. They cost 1 Action Point or 1 Free Shot to fire. The Lenses and the Sniper Helmet increase your chances by 10% each, and they do stack (For example, one NCC Lens will give you 30% * 1.1 = 33%, two NCC Lenses will give you 36.6% and so on). Also, for each failed shot, your next shot has a higher percentage rate of hitting.

Action

Shoot

  • Success chance: 30%
  • Effect: Uses up a charge to fire at a hunter or transporter.
    • If a target is selected, this target is necessarily hit in case of success. Otherwise a random target is hit.
    • If a Transporter is hit, it will leave at the beginning of next cycle.
    • A charge is used even if the action fails
    • Damage: 2-4
      • If the target reaches 0 shield points, it is destroyed and the remains (Icon Scrap Metal, etc.) can be collected around the DAEDALUS.


Tips

With only 30% base accuracy and low base damage, turrets are ineffective in the hands of everyone except a Icon Gunner (slightly less so if you are Icon Creative) and operating them is usually considered a waste of Action PointAction Point when Pilots can still fly. As such, they should only be used in an emergency, to finish off already wounded hunters, or numbers too small to warrant taking off for (1-2). Or if you have Free Shot to burn to prevent overflow.

Their efficiency can be improved with an Icon Invertebrate Shell for double damage, any accuracy boosting items, and specific accuracy boosts like the Targeting Assist project.

Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.