Turret Command
![]() Turret Command ![]() | |||||||||
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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. |
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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.
Contents
Display
When you enter a Turret room, even if the Turret Command is broken, a screen such as the following appears:
Turret Location | Screenshot |
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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. 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 Pilot in a Patroller. They cost 1
or 1
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
- 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 (
Scrap Metal, etc.) can be collected around the DAEDALUS.
- If the target reaches 0 shield points, it is destroyed and the remains (
Public log:
TODO: log
Private log:
TODO: log
Tips
With only 30% base accuracy and low base damage, turrets are ineffective in the hands of everyone except a Gunner (slightly less so if you are
Creative) and operating them is usually considered a waste of
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
to burn to prevent overflow.
Their efficiency can be improved with an 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.