Sol Survivor – Turret Encyclopedia
PC
Turret Encyclopedia by tuxdev
Updated: 05/18/2010
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 | ----------------------------------
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