Difference between revisions of "Auto-Turret"
		
		
		
		
		
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 (updated resistances)  | 
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| Line 14: | Line 14: | ||
| cold          = 90% / 100  | | cold          = 90% / 100  | ||
| acid          = 25% / 15  | | acid          = 25% / 15  | ||
| − | |||
}}  | }}  | ||
Revision as of 16:26, 9 October 2013
| Auto-Turret | |||||||
| 
 | |||||||
| Critter | |||||||
|---|---|---|---|---|---|---|---|
| Role | Stationary defense | ||||||
| Location | South Gate Station Junkyard - Docks GMS compound level 3 Depot A  | ||||||
| Loot | Ammunition, Scraps Firearm Barrels (rarely)  | ||||||
| Abilities | True-sight Can reboot in Safe Mode  | ||||||
  | |||||||
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.
- Since they have rather high damage threshold, weapons that deal large amounts of damage at once work best for destroying them.
 
- In combat, armor-piercing W2C ammunition or EMP weaponry provides best results against auto-turrets.
 
- Since they cannot move, a mobile character 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.
 


