SAM Site: Difference between revisions

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==Strategy==
==Strategy==
Turrets contribute significantly to base defenses, and have lower health and no interior or [[Master Control Terminal]]. They are a smart target when you cannot damage a building instead. 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. 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 contribute significantly to base defenses, and have lower health and no interior or [[Master Control Terminal]]. They 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.

Revision as of 05:39, 3 March 2016

Turret
File:X.jpg
Faction Nod
Function Automated Defense
Rate of Fire 2.5 Seconds
Range 7000
Damage 80
Health 1000

The Turret is an low-level defense structure belong to the Brotherhood of Nod. It does not deactivate upon destruction of the Power Plant. It 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, Heavy, and Aerial Armors.

Strategy

Turrets contribute significantly to base defenses, and have lower health and no interior or Master Control Terminal. They 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.