This article is about the overhaul of the settlements turrets.
The content of this article is basically the same as the one found in the patchnotes 3.0



The update 3.0 introduces a new perk, Turret Syndrom. This new perk is also accompanied with a complete overhaul of the turrets of the game, and also adds 15 brand new turrets.

This overhaul aims at giving back their greatness to turrets, and to treat them as they really are and should have always been considered as: sophisticated engines built with motion and heat detectors, on top of being equipped with an AI advanced enough to be able of differenciate between an ally and a foe, which it can obliterate by the means of a heavy fire, all the while being protected by its thick metal or reinforced ceramic plating.

In short, engines of death who should and could not by any means be built by people lacking any knowledge of engineering and programming, but also the high amount of resource needed to build them.

Therefore, from now on, all turrets, with the notable exception of only two of them, who happen to be two of the 15 new turrets introduced by this update, require an external alimentation, and those who were already requiring energy to function have seen their energy consumption increased.

Also, the building costs of the turrets have been significantly increased, and now also include rare and pricey components, the goal being to reduce the number of turrets you build.
All base game turrets have also been completely overhauled and have been reclassified properly.
All the previous perks requirement for the turrets have been replaced by the unique requirement of having the needed rank of Turret Syndrom.

Although all turrets now cost much more resources and consume more energy, they have also become much more efficient and generate more safety for your settlements, on top of being generally more powerful and having more health than before.
Thus, quantity will be replaced by quality, with less turrets, but efficient and powerful, who will protect your settlements better than many low budget turrets.

Also, each turret, old like new, now possesses its own competences and particularities, thus making each turret unique and with their own strengths; which also means that while the turrets requiring higher ranks of Turret Syndrom will be undeniably superior to the low rank turrets, these low rank turrets won't end up rusting in a dump.

They won't, because of their unique abilities in one hand, and also because of the Turret Syndrom perk itself, who, as you progress in it, will increase the damage and resistance of all turrets.

These changes, including the bonus brought to the turrets by Turret Syndrom are, like every other change made by this mod and update, of course retroactive.

For a better comprehension, all turrets, old and new, now have a quick description in the settlement menu.


Questions/Answers:

Q: Does the overhaul also affects already built turrets?
A: Yes, all modifications are retroactives, and they also affect turrets in settlements you haven't visited yet, and even turrets you haven't built yourself.

Q: Does it also affect enemy turrets, notably raiders turrets? I really don't want to be loaded with lead by superpowerful turrets because I have the max level of Turret Syndrom.
A: No, by default, all turrets you can build are completely different entities from the ones the raiders and others enemies use, nothing has changed regarding this, so their turrets won't be changed: consider them to be trash turrets quickly assembled by a bunch of clowns.

Q: I cannot plug base turrets, what should I do?
A: Use the mod Place Everywhere, it will allow you to place turrets in the air the time for you to plug them, then to place them back.

Q: Why is so?
A: It's an unfortunate consequence of having added a electricity consumption requirement to the base turrets: their 3D model hasn't been designed for that, so the cables are plugged at the base of the turret, which you can't normally reach.

Q: You could have though of that, that's not very smart !
A: You can also use the mod Place Everywhere, it's a extremely useful mod, and not only for plugging flying turrets, and if really you don't want to use it well, don't use these turrets, it doesn't matter, there are plenty of others to use.

Q: What happens to the turrets if I deinstall the mod?
A: Base game turrets will be reset to the stade they were before you install the mod, the new turrets will simply disappear.

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Clanggedin

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