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Automated Turret: Misc

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Fallout

Up to date as of February 01, 2010

From The Vault

For the Turret from Mothership Zeta, see Alien Turret.
Automated Turret

Mark I / Mark III / Mark V / Mark VII Turret
variations: Mark I Turret
Mark II Turret
Mark III Turret
Mark IV Turret
Mark V Turret
Mark VI Turret
Mark VII Turret (Broken Steel)
Mark VIII Turret (Broken Steel)
base id: 000A84B8 (Mark I)
0007B235 (Mark II)
000A84BA (Mark III)
0007B23B (Mark IV)
000A84BB (Mark V)
0007B23C (Mark VI)
xx00103f (Mark VII)
xx001040 (Mark VIII)

Mark II / Mark IV / Mark VI / Mark VIII Turret

Automated Turrets are automatic, unmanned machine guns which are capable of sensing and attacking targets that are hostile to the faction or organization to which they belong.

They are employed by both military organizations like the Enclave or Brotherhood of Steel, and civilian operations such as the Museum of History, though in the latter case their former operators have been long since gone. In one case, a Raider group near the Arlington Library has reprogrammed turrets to protect a camp and a drug lab.

Contents

Variants

Automated turrets can rest on the floor or hang from the ceiling. The ceiling turrets use bullet-based weaponry whereas the ground turrets are equipped with lasers. Both variants have unlimited ammo. For conversation and reference purposes, odd-numbered turrets ( Mark I, Mark III, etc.) are 5.56, ceiling turrets while even numbered turrets (Mark II, etc.) are ground-mounted, laser turrets. Turrets can generally be found in large buildings especially in the DC ruins

The Turrets aboard Mothership Zeta are simply known as "Turrets"

The following models exist:

Name Mount Weapon DPS Notes
Mark I Turret ceiling 5.56mm gun 15
Mark II Turret ground Laser 12
Mark III Turret ceiling 5.56mm gun 21
Mark IV Turret ground Laser 18
Mark V Turret ceiling 5.56mm gun 30
Mark VI Turret ground Laser 25
Mark VII Turret ceiling 5.56mm gun 45 Broken Steeladd-on
Mark VIII Turret ground Laser 45 Broken Steeladd-on

There are a few, stat-wise identical versions of each model in the game (with different Base IDs) for different factions.

Tactics

  • Turrets are generally controlled from a nearby terminal. Using your Science skill to hack the terminal will allow you to override the targeting parameters - which will make the turret target any character (not just the player) or shut it down completely. After being turned off the turret can be turned back on at the same terminal if so desired.
  • Shooting at the targeting module carries a high chance of the turret becoming frenzied, and attacking everyone.
  • The ceiling-based turrets have a blind spot directly below them, making it a key location for attack.
  • The Enclave Officer at Camp RHO carries a special key card named Experimental Rho ID. Once you have it the turrets in the camp are no longer hostile.
  • With the Robotics Expert perk, it is possible to sneak up on turrets and disable them. You don't necessarily need to be [HIDDEN], simply being momentarily out of sight is enough to deactivate them.
  • You can use a dead body to get past a turret since it won't shoot if the body is directly blocking its view). Be careful not to sway or run, as if the body moves out of place, the turrets will take advantage of an open shot.
  • To take out a turret on the ceiling, shoot it with a ranged weapon or it will tear you apart with ease unless you have adequate cover. The Missile Launcher is best due to splash damage.
  • ceiling turrets are easily frenzied by lobbing a single frag grenade at them using VATS

Appearance

Automated turrets can be found in many locations in Fallout 3 and its add-ons. Mark VII and Mark VIII turrets only appear with the Broken Steel add-on.

Notes

  • It appears some turrets have been programmed to speak, such as the one at Fort Independence, under the bridge. This can be observed by jumping on the sandbags, then jumping into the turret. A voice similar to that of a Robobrain will say "Casdin says you're clear". The turret will not say anything if Casdin's trust is not earned yet.
Robots in the Fallout games
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This article uses material from the "Automated Turret" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

4.19
(232 votes)
Automated Turret
Production information
Manufacturer

Forerunners

Type

Equipment

Technical specifications
Damage Per Hit

Varies on difficulty

Magazine Size

None

Ammunition Type

Energy Beam

Operation

Defense

Rate of Fire

Continuous

Accuracy

Pinpoint

Range

Short-Medium

Usage
Era(s)

Halo 3

Affiliation

Forerunner

[Source]

The Automated Turret, also known as the Auto-Turret, is a form of equipment similar in design to a Sentinel.

As its name implies, it acts as an automatic defense system (deployable antipersonnel turret) for the player and is featured in Halo 3. It is so far only encountered on the Halo 3 levels The Ark, The Covenant and Halo, and is not found on any multiplayer maps due to the issue of keeping the game balanced. The auto-turret is best dropped in an area where you want to defend; once deployed, it will automatically shoot at the enemy if they are within the turret's sight.

Contents

Function

This small, robotic turret is a piece of Forerunner technology found on the Ark and Halo and resembles a stripped down Sentinel. Its mode of attack is firing a thin, blue beam at its target, similar to the beam fired by a Sentinel Major, although it is slightly weaker. This device is extremely adept at destroying Flood of all kinds, but is still highly effective at taking out other enemies. Its drawbacks are that it takes a long time to find and shoot a target, it has to wait a minute after deployment before it can attack, and it will occasionally shoot the player. It is useful to deploy when you have many hostiles in the area, providing the player with added firepower.

Its HUD symbol is a silhouette of the equipment itself, and slightly resembles the symbol for the Power Drain.

Advantages

  • The Auto-Turret has enough power to remove a Brute's power armor, kill a Jackal and a Grunt with a single shot, and kill a Brute Chieftain within three shots.
  • Even with its poor targeting and low damage resistance, the Automated Turret can still often provide kills without considerable player support.
  • The Auto-Turret firepower increases significantly as the game difficulty increases.

Disadvantages

  • Due to programming and mechanical issues, the turret has a warm-up time of about 3 seconds. The turret also has problems picking out targets, often tracking allies with its targeting system.
  • When the Auto-Turret is your enemy, its AI is greatly increased. As with the Marines, it will pick out targets faster, fire more accurately, and will rarely turn away from you on higher difficulties if you are in its sight.
  • It is rather fragile most of the time, easily being dispatched by enemy forces. Additionally, its sight is very narrow and can only attack enemies in front of it.
  • It will also shoot at the player occasionally.

Behavior against foes/allies

After the player has defeated 343 Guilty Spark, if the player deployed any Auto-Turrets outside the Control Room, they will turn against the player and fire at him/her. This could be due to the fact that a Forerunner construct has been destroyed, and any other Forerunner constructs in the immediate area must kill the construct's destroyer. Another theory of why they behave in that manner is because the Monitor of the Installation has been destroyed, and without any protocol to follow, they fired at anything that moved. This includes the Master Chief and the Arbiter. When they are against the player, their shots are incredibly dangerous, strong enough to kill you in one shot on Legendary. On the level The Covenant, if you use an Auto-Turret during the part where you are allied with the Flood, the Auto-Turret and the Flood will try to kill each other. It is likely that the Auto-turret is encoded into the level as a 'Forerunner team member', meaning its allegiance lies with Guilty Spark. When Guilty Spark, a member of the 'Forerunner team', becomes your enemy, it follows a script to break the team allegiance between the player (the Master Chief, and on Co-op, the Arbiter). This is also why the Flood and Auto-turrets fight each other, because while the player's allegiance is aligned with the Flood, the Forerunner and Flood teams remain enemies.[1]

However, on the same level, when you get to the Seperatist Phantom that arrives to pick up the Arbiter, if you destroy the Phantom (thus preventing Guilty Spark from departing) and you pick up and deploy an Auto-Turret, it will fire at Guilty Spark for unknown reasons.

Gallery

Sources

  1. By using HMT to exam the actor tags of an AI, the different allegiance flags can be seen and altered. For Halo: Combat Evolved, these teams are 'Flood', Sentinel', 'Covenant', 'Human', and 'Player', as well as several others, which are never used. The allegiance of a unit is determined by the team flag selected for that unit. No one unit of a team can ally with another team without the use of scripts, or that specific unit relocating to another team, but the former is much easier.
List of Equipment in Halo 3
Auto Turret - Bubble Shield - Cloaking - Deployable Cover - Flare - Invincibility - Portable Gravity Lift - Power Drain - Radar Jammer - Regenerator - Trip Mine

This article uses material from the "Automated Turret" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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