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    Turret Encyclopedia by tuxdev

    Updated: 05/18/10 | Printable Version | Search Guide | Bookmark Guide

    Sol Survivor
    Turret Encyclopedia
    Timothy Goya
    tuxdev103@gmail.com
    
    =============
    Anti-Air Flak
    =============
    
    Anti-Air Flak is an indispensable turret in the arsenals of most commanders.
    Able to hit multiple aerial targets with each shell, this turret clears the
    skies with a high volume of shrapnel.
    
    Commanders are advised to build at least one anti-air flak turret when it
    becomes available, as they are the easiest way to take down evasive flying
    enemies
    
    Damage Type: Piercing
    
    Officers:
    
    Gus MacAllum
    Ignacio Cazorla
    Freya Mortensen
    Avram Beck
    Dr. Viktor Yurevich
    Jackson LaRoque III
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    65 |    174 |    20 |
    |     2 |    75 |    935 |    83 |
    |     3 |    85 |   3335 |   263 |
    ----------------------------------
    
    ======
    Cannon
    ======
    
    Heavy depleted uranium shells are loaded into cannons as they have been for
    generations.  Propelled by explosive cartridges, the cannon fires a few shots
    in quick succession with rounds built to pierce through the strongest
    Ascendancy armor.
    
    Fleet armories rely on the cannon's simplicity and versatility to add firepower
    to nearly any situation.
    
    Damage Type: Piercing
    
    Officers:
    
    Gus MacAllum
    Ignacio Cazorla
    Freya Mortensen
    Avram Beck
    'Brimstone' Lewis
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    55 |     69 |    15 |
    |     2 |    60 |    379 |    75 |
    |     3 |    65 |   1370 |   250 |
    ----------------------------------
    
    ================
    Critical Booster
    ================
    
    Critical booster turrets bring specialized, high-powered munitions to other
    nearby turrets.  These alternative munitions are an investment, but they
    generate a 25% higher chance to do significantly more damage than the standard
    munitions of each turret.
    
    Sol Paragon commanders use critical boosters to maximize damage on hard-hitting
    turrets rather than on continuous-use turrets.  Cover eight total turrets in a
    block with a critical booster at the center!
    
    Damage Type: Utility
    
    Officers:
    
    Jackson LaRoque III
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    12 |      0 |   150 |
    ----------------------------------
    
    =====
    Drone
    =====
    
    Drones are used in nearly every theater of war that the Sol Paragon are
    involved in.  Versatile and relentless, drones will swarm a target until it has
    fallen before seeking out the next threat.  Drone turrets have their targeting
    systems based in the turret itself, and as such, the drones themselves tend to
    target enemies to ther release point.
    
    Because they tend to gather around a single target, drones do a great job
    mopping up enemies that make it through an area of effect corridor.  Like
    vultures, they'll swarm around and take advantage of weak prey.  Drones,
    however, will chase targets down outside of their radius, sometimes leaving the
    front lines weakened until they return.
    
    Damage Type: Concussive
    
    Officers:
    
    Freya Mortensen
    Avram Beck
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    40 |    173 |    25 |
    |     2 |    45 |    658 |    90 |
    |     3 |    50 |   2128 |   275 |
    ----------------------------------
    
    ===
    EMP
    ===
    
    Charged orbs are fired down a tube which break and disperse static electricity
    over a small area.  These orbs damage electrical systems and wreak havoc on
    shields.
    
    EMP turrets are generally used sparingly, but are the most effective weapon in
    the Sol Paragon arsenal against shielded enemies.  They are also used as an
    effective slow against mechanical and cybernetic foes.
    
    EMP turrets slow at 35%, 42%, 50% depending on level.
    
    Damage Type: Utility
    
    Officers:
    
    Dr. Elliot Markham
    Jackson LaRoque III
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    30 |    191 |    25 |
    |     2 |    32 |    450 |    50 |
    |     3 |    34 |    937 |    90 |
    ----------------------------------
    
    =========
    Escalator
    =========
    
    A large fleet beacon, the escalator turret calls down more resources from the
    orbiting Sol Paragon warships.
    
    Upgrading the escalator turret allows a commander access to new creeps and more
    powerful turrets and support in the Wars multiplayer mode.
    
    Damage Type: Utility
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |     0 |      0 |     0 |
    |     2 |     0 |      0 |    60 |
    |     3 |     0 |      0 |   120 |
    |     4 |     0 |      0 |   300 |
    |     5 |     0 |      0 |   500 |
    ----------------------------------
    
    ============
    Flamethrower
    ============
    
    Use of fire is not new to warfare.  Flame-based weapons have been perfected,
    and their effective use is seen as a sign of good command.  Modern
    flamethrowers fill a cone of space with a raging inferno by pouring flammable
    gass through an open flame.
    
    Flamethrowers are interesting tactically as they are more effective spread out
    than in bunches.  Good flamethrower spacing sees to it that creeps burn for
    longer durations along the path.  Also, flamethrowers cannot set shielded
    creeps on fire, rendering them mostly ineffective until the shields are brought
    down.
    
    Damage Type: Heat
    
    Officers:
    
    Gus MacAllum
    Ignacio Cazorla
    Dr. Viktor Yurevich
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    25 |     26 |    15 |
    |     2 |    30 |    192 |    75 |
    |     3 |    35 |    599 |   250 |
    ----------------------------------
    
    =========
    Inhibitor
    =========
    
    Inhibitors put out a subsonic pulse, essentially 'feeling' for nearby enemies
    that may be otherwise invisible.  These pulses also inhibit the regeneration of
    health and shileds while enemies are within the area of effect
    
    Inhibitors are, for executive officers who prefer them, and alternative to
    flares for detecting cloaked enemies.  They are best built in advance of the
    arrival of cloaked enemies, and fire should be concentrated within their areas
    of effect to deal with stealthy foes.
    
    Damage Type: Utility
    
    Officers:
    
    Dr. Elliot Markham
    Freya Mortensen
    Dr. Viktor Yurevich
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    60 |      0 |    50 |
    ----------------------------------
    
    =====
    Laser
    =====
    
    Known for years as an Ascendancy weapon of terror, the laser has been adapted
    into the Sol Paragon fleet's main arsenal.  Tightly-focused beams of light are
    projected onto a target, burning through most materials in its path.
    
    Lasers are effective primarily against soft targets like biologicals and
    cybernetics.  Command recommends against heavy user of lasers against armored
    targets.
    
    Damage Type: Heat
    
    Officers:
    
    Dr. Elliot Markham
    William Brentford
    Freya Mortensen
    Dr. Viktor Yurevich
    Jackson LaRoque III
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    45 |    148 |    20 |
    |     2 |    55 |    643 |    83 |
    |     3 |    65 |   1980 |   263 |
    ----------------------------------
    
    ==============
    Lightning Bolt
    ==============
    
    Developed first as an experiment into the nature of lightning, the lightning
    bolt turret is as impressive as it is devastating.  A dart is fired from the
    turret as a target followed by a rapid high-energy electrical discharge at
    whatever the dart struck.  Powerful as it is, the turret must then recharge for
    some time.  Lightning turrets must then recharge for some time.  Lightning
    turrets select their new target by finding an enemy who is not currently slowed
    by lightning bolt.
    
    Lightning bolt turrets hit with such a fury that they cripple enemy movement
    for a short period.  They are also capable of hitting over long distances.  Use
    them to finish enemies that cross choke points or to pound heavy targets
    multiple times within the area of effect.
    
    Lightning turrets slow at 50%, 55%, 60% depending on level.
    
    Damage Type: Electrical
    
    Officers:
    
    Dr. Elliot Markham
    William Brentford
    Dr. Viktor Yurevich
    'Brimstone' Lewis
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   100 |     76 |    20 |
    |     2 |   110 |    360 |    83 |
    |     3 |   120 |   1203 |   263 |
    ----------------------------------
    
    ===========
    Machine Gun
    ===========
    
    While seen as old-fashioned in many outfits in the Sol Paragon fleet, the
    machine gun's relentless efficiency forces its continued use.  Not known for
    its accuracy , the machine gun is a loud and excessive bit of nostalgia for
    veterans of wars past.
    
    Machine guns can be used to cover tight choke points with continuous cones of
    fire at ground troops.  The best placements for machine guns tend to minimize
    their turning time, forcing creeps to walk into the stream of fire.
    
    Damage Type: Piercing
    
    Officers:
    
    Gus MacAllum
    Ignacio Cazorla
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    48 |    118 |    20 |
    |     2 |    53 |    534 |    83 |
    |     3 |    58 |   1687 |   263 |
    ----------------------------------
    
    =======
    Missile
    =======
    
    Highly-accurate guided missile technology is a staple of the Sol Paragon fleet.
    A well balanced turret, the missile turret hits relatively quickly and for
    small areas of effect.  The concussive blasts of the missile warheads can
    occasionally cause enemies to be disoriented.
    
    Missiles fire in clusters and have a decent range, but require a bit of time to
    arm after leaving their pods.  As such, there is a minimum range to account
    for.  Multiple missile turrets work well together to increase the chances that
    enemies will be slowed down as they travel toward their targets.
    
    Missiles have a slight chance to stun enemies to slow at 20%.
    
    Damage Type: Concussive
    
    Officers:
    
    Ignacio Cazorla
    William Brentford
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    70 |     60 |    20 |
    |     2 |    80 |    307 |    83 |
    |     3 |    90 |   1615 |   263 |
    ----------------------------------
    
    ======
    Mortar
    ======
    
    Mortars are another technology that has always found a niche in the arsenals of
    the fleet.  Mortar turrets are able to lob shells long distances, hitting a
    large area of effect.  Compared to silo turrets, mortars fire more quickly but
    over a shorter distance.
    
    Commanders generally find mortars best at softening up clusters of enemies just
    as they come off of the dropships.  Relying on mortars as a primary defensive
    turrest can prove dangerous, as their relatively slow rater of fire makes them
    ineffective against individual creeps.
    
    Damage Type: Concussive
    
    Officers:
    
    Gus MacAllum
    Ignacio Cazorla
    Avram Beck
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   110 |     60 |    25 |
    |     2 |   120 |    243 |    90 |
    |     3 |   135 |    786 |   275 |
    ----------------------------------
    
    ===========
    Napalm Silo
    ===========
    
    A massive warhead launcher that hits a wide area.  The napalm silo is built to
    thin out hordes of biological enemies, pounding them from a distance without
    much precision.  Careful placement is important to ensure that missiles are
    fired at where they are most useful instead of all throughout the map.
    
    When placing silo turrets, consider the areas you want them to attack and try
    not to overlap the total range of the silo on less desirable targets.  Also,
    try using the focus fire support with a bit of timing to set up targeted silo
    attacks.
    
    Damage Type: Heat
    
    Officers:
    
    Avram Beck
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   240 |    275 |   200 |
    ----------------------------------
    
    =======
    Pillbox
    =======
    
    Pillboxes are automated reconnaissance emplacements that have only recently
    been weaponized.  Containing stacks of swiveling guns, these sheltered pods can
    put lead downrange in any direction and at multiple targets.
    
    Fleet ops suggests using pillboxes in locations where as much of their full
    area of effect targets the path of the enemy.  Pillboxes also automatically
    respond to all threats within range, and the focus fire support is suggested
    when a single enemy becomes a priority.
    
    Damage Type: Piercing
    
    Officers:
    
    Gus MacAllum
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    42 |    133 |    15 |
    |     2 |    47 |    831 |    75 |
    |     3 |    52 |   3008 |   250 |
    ----------------------------------
    
    =============
    Power Station
    =============
    
    Giving an extra investment of mass, commanders of the Sol Paragon are able to
    provide more energy for their orbital support.  This allows for flexibility of
    support but at great expense.
    
    The fleet recommends using power stations when a mobile defense is necessary.
    While it may be tempting, the urge to construct exclusively power stations
    should be avoided!  Long recharge times on orbital support can leave colonies
    with no terrestrial defenses helpless to the enemy.
    
    Damage Type: Utility
    
    Officers:
    
    'Brimstone' Lewis
    Iksta
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |     0 |      0 |    50 |
    ----------------------------------
    
    =========
    Radiation
    =========
    
    Considered by many to be unethical, the radiation turret isn't favored by many
    of the executive officers of the fleet.  A shielded dome opens up to reveal the
    core of an overloading nuclear reactor, with the radiation being blown out onto
    the enemy.
    
    The radiation causes the enemy to be weakened, making all other turrets more
    effective when firing at these irradiated enemies.  Radiation dosing can be
    increased by higher density coverage, making tight clusters of radiation
    turrets effective for a choke point.
    
    Damage Type: Heat
    
    Officers:
    
    Dr. Viktor Yurevich
    'Brimstone' Lewis
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    30 |     86 |    20 |
    |     2 |    35 |    343 |    83 |
    |     3 |    40 |   1088 |   263 |
    ----------------------------------
    
    =======
    Railgun
    =======
    
    A staple of the modern fleet, the railgun has both ground and space-based
    applications.  Railguns propel their projectiles at such velocities that even
    Ascendancy shield defenses are unable to stop it.
    
    Intelligent commanders use railguns when reconnaissance suggests a high volume
    of shielded enemies in the field.  Railguns also have a long reload time, so it
    is especially important to minimize the amount of time they spend turning to
    lock a new target.
    
    Damage Type: Piercing
    
    Officers:
    
    Freya Mortensen
    Avram Beck
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   100 |     90 |    25 |
    |     2 |   110 |    343 |    90 |
    |     3 |   120 |   1100 |   275 |
    ----------------------------------
    
    =============
    Range Booster
    =============
    
    Essentially a supercomputer, the range booster links up with the targeting
    systems on nearby turrets and helps them calculate 35% longer range
    trajectories.
    
    Range boosters are a good long-term strategy for covering sweeping arcs of path
    or for extending the range of the turrets that are used to take down
    stragglers.  Cover eight total turrets in a block with a range booster at the
    center.
    
    Damage Type: Utility
    
    Officers:
    
    William Brentford
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    12 |      0 |   200 |
    ----------------------------------
    
    ==============
    Shockwave Silo
    ==============
    
    A massive warhead launcher that hits a wide area.  The concussive silo is built
    to thin out hordes of cybernetic enemies, pounding them from a distance without
    much precision.  Careful placement is important to ensure that missiles are
    fired at where they are most useful instead of all throughout the map.
    
    When placing silo turrets, consider the areas you want them to attack and try
    not to overlap the total range of the silo on less desirable targets.  Also,
    try using the focuse fire support with a bit of timing to set up targeted silo
    attacks.
    
    Damage Type: Concussive
    
    Officers:
    
    Jackson LaRoque III
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   240 |    275 |   200 |
    ----------------------------------
    
    ========
    Shotgun
    ========
    
    An old fashioned street-sweeper on a turret, the shotgun aims to put a high
    volume of lead on targets unlucky enough to be nearby.  Advances in
    stabilization technology has allowed Sol Paragon weapons manufacturers to fire
    more and more rounds in quick succession.
    
    The shotgun's short range is made up for by its versatility.  Fleet protocol
    suggestss taking advantage of the high burst damage capabilities the shotgun
    brings to bear against both ground and air targets.
    
    Damage Type: Piercing
    
    Officers:
    
    Gus MacAllum
    William Brentford
    Jackson LaRoque II
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    32 |    166 |    20 |
    |     2 |    36 |    697 |    83 |
    |     3 |    40 |   1480 |   263 |
    ----------------------------------
    
    =============
    Shrapnel Silo
    =============
    
    A massive warhead launcher that hits a wide area.  The shrapnel silo is built
    to thin out hordes of mechanical enemies, pounding them from a distance without
    much precision.  Careful placement is important to ensure that missiles are
    fired at where they are most useful instead of all throughout the map.
    
    When placing silo turrets, consider the areas you want them to attack and try
    not to overlap the total range of the silo on less desirable targets.  Also,
    try using the focuse fire support with a bit of timing to set up targeted silo
    attacks.
    
    Damage Type: Piercing
    
    Officers:
    
    Dr. Elliot Markham
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |   240 |    275 |   200 |
    ----------------------------------
    
    ========
    Slow Goo
    ========
    
    Created first as a non-lethal weapon, the slow goo turret was adapted to the
    battlefield in a supporting role alongside its more traditional brethren.  With
    a spray nozzle at the front, the slow goo turret covers a cone of fire ina
    sticky, organic goo.  The goo greatly inhibits the movement of biological
    enemies, and also somewhat inhibits cybernetic and mechanical enemies.
    
    Slow goo is typically used as a set-up turret in the Sol Paragon arsenal.
    Keeping enemies slowed allows turrets to shoot at enemies longer while they're
    in their area of effect.  Slow goo also does a small amount of damage which is
    noticeable in key situations.
    
    Slow Goo turrets slow at 25%, 40%, 55%, depending on level.
    
    Damage Type: Utility
    
    Officers:
    
    Ignacio Cazorla
    William Brentford
    Dr. Viktor Yurevich
    'Brimstone' Lewis
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    30 |     34 |    25 |
    |     2 |    35 |     62 |    50 |
    |     3 |    40 |    187 |    90 |
    ----------------------------------
    
    =============
    Speed Booster
    =============
    
    The speed booster is an override for safe operating procedure for other
    turrets.  A system of coolants and stabilizers, the speed booster turret makes
    it possible for nearby turrets to exceed their regular rates of fire by 30%.
    
    Speed boosters maximize tight firing corridors, allowing small groupings of
    turrets to be used more effectively.  Commanders frequently find speed boosters
    and lazer turrets to be an effective combination.  Cover eight total turrets in
    a block with a speed booster at the center!
    
    Damage Type: Utility
    
    Officers:
    
    Dr. Elliot Markham
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    12 |      0 |   150 |
    ----------------------------------
    
    ==========
    Tesla Coil
    ==========
    
    A massive coil channels electricity into the local area, reaching out at
    objects that are unfortunate enough to walk within its area of effect.  While
    only capable of hitting a short range, the damage done is very intense.  In
    addition, enemies caught in the tesla coil's reach are slowed.
    
    Placed at a very tight choke point, tesla coils are effective at breaking down
    clumps of creeps to be picked off later.  Slowing turrets pair well with tesla
    coils, effectively multiplying the damage output of the coil by keeping the
    enemy in the area of effect for longer periods of time.
    
    Tesla Coils slow at 25%, 30%, 35% depending on level.
    
    Damage Type: Electrical
    
    Officers:
    
    Dr. Elliot Markham
    Freya Mortensen
    'Brimstone' Lewis
    Jackson LaRoque III
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    16 |    105 |    25 |
    |     2 |    19 |    361 |    90 |
    |     3 |    22 |   1102 |   275 |
    ----------------------------------
    
    ==========
    Turbulence
    ==========
    
    Turbulence turrets create pockets of air that are difficult to fly through,
    forcing flying enemies to slow down and stabilize themselves.  Once locked on
    to flying enemies, the turbulence turret will kieep them moving slowly while
    your defenses have time to adjust.
    
    Turbulence turrets can help your versatile ground weapons finish off pesky
    aerial creeps.  Use them to slow down flying enemies, giving your turrets a
    chance to take them down after they finish with ground-based creeps.
    
    Turbulence turrets slow at 35%, 45%, 55% depending on level.
    
    Damage Type: Utility
    
    Officers:
    
    William Brentford
    Avram Beck
    'Brimstone' Lewis
    
    ----------------------------------
    | Level | Range | Damage | Price |
    ----------------------------------
    |     1 |    33 |    124 |    25 |
    |     2 |    38 |    286 |    50 |
    |     3 |    43 |    621 |    90 |
    ----------------------------------