Turret: Difference between revisions
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===Counters=== | ===Counters=== | ||
Turrets are a smart target in leau of a building under repair. Destroying them early opens the base up to foot infantry. While less threatening to infantry than the Guard Tower, it can still reliably pose a threat to infantry. One tip is to get point blank to a turret as you can run or drive around it faster than it can turn its barrel. However, at a distance, it easily turns fast enough to keep up with targets, but the travel time of the shell can be avoided easier at farther distances. | Turrets are a smart target in leau of a building under repair. Destroying them early opens the base up to foot infantry. While less threatening to infantry than the Guard Tower, it can still reliably pose a threat to infantry. One tip is to get point blank to a turret as you can run or drive around it faster than it can turn its barrel. However, at a distance, it easily turns fast enough to keep up with targets, but the travel time of the shell can be avoided easier at farther distances. | ||
==External Links== | |||
{{Template:Building_Navbox}} |
Revision as of 16:51, 14 September 2016
Turret | |
---|---|
Faction | Nod |
Function | Automated Defense |
Rate of Fire | 2.5 Seconds |
Range | 7000 |
Damage | 80 |
Health | 1000 |
The Turret is a low-level defense structure belonging to the Brotherhood of Nod.
Appearance
The Turret is a small building composed by a cannon, a rotating red top section, and a grey support structure.
Function
Turrets contribute significantly to base defenses, and have lower health and no interior or [[Master Control Terminal].
The Turret automatically attacks nearby tanks and infantry by slowly turning its barrel, and then firing shells at its target. Its damage appears to apply equally through Flak, Kevlar, Light, and Heavy armors. The Turret does not deactivate upon destruction of the Power Plant.
Strategy
Counters
Turrets are a smart target in leau of a building under repair. Destroying them early opens the base up to foot infantry. While less threatening to infantry than the Guard Tower, it can still reliably pose a threat to infantry. One tip is to get point blank to a turret as you can run or drive around it faster than it can turn its barrel. However, at a distance, it easily turns fast enough to keep up with targets, but the travel time of the shell can be avoided easier at farther distances.