Difference between revisions of "Auto-Turret"
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| abilities = [[True-sight]]<br>Immune to [[burning]]<br>Immune to [[Frozen|freeze]] | | abilities = [[True-sight]]<br>Immune to [[burning]]<br>Immune to [[Frozen|freeze]] | ||
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− | | damage = {{ | + | | damage = {{Mechanical|16-33|number only}} |
| range = 12 | | range = 12 | ||
| initiative = 10 | | initiative = 10 |
Revision as of 18:22, 14 October 2017
Auto-Turret | |||||||||
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Automaton | |||||||||
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Role | Stationary defense | ||||||||
Location | South Gate Station Junkyard - Docks GMS compound level 3 Depot A Foundry bunker | ||||||||
Loot | Ammunition, Scraps Firearm Barrels (rarely) | ||||||||
Abilities | True-sight Immune to burning Immune to freeze | ||||||||
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Description
Auto-Turrets are stationary defense guns that attack any threats within range according to their programming. They have true-sight, so stealth is useless against them.
Fighting tactics
Sufficient Hacking skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.
- Heat and cold-based attacks should be avoided due to their good protection against extreme temperatures.
- Since they have rather high mechanical damage threshold, weapons that deal large amounts of damage with a single hit work best for destroying them.
- Armor-piercing W2C ammunition or EMP weaponry provides best results in direct combat.
- Since they're stationary, a ranged combatant can safely take potshots at them, retreat behind a corner and repeat as necessary.
- It is possible to completely outrange auto-turrets with sniper rifles.
Gallery