Difference between revisions of "Auto-Turret"
		
		
		
		
		
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|  (updated resistances) | |||
| Line 10: | Line 10: | ||
| | range         = < 20 | | range         = < 20 | ||
| | health        = 230 | | health        = 230 | ||
| − | | mechanical    =  | + | | mechanical    = 50% / 20 | 
| − | | heat          =  | + | | heat          = 80% / 50 | 
| + | | cold          = 90% / 100 | ||
| + | | acid          = 25% / 15 | ||
| | electricity   = 0% / 0 | | electricity   = 0% / 0 | ||
| }} | }} | ||
Revision as of 17:20, 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.


