![]() ![]() If you dont wanna watch it but instead wish to rely on my memory: its about a 1000W average per turbine, as u/2262017 also said. Bjorn Strongndarm did a great video on this. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. Like how winter solar is less effective at the poles than the equatorial regions, I could see wind being less effective in a mountainous inland than a flat coastline. damage and armor penetration was increased (20 -> 25, 30% -> 37.5%). ![]() 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%).It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped. Buildings do not drop it upon destructions and pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. However, it is not possible to obtain it directly in normal play. It is provided here for comparisons sake.Īutocannons spawn on all autocannon turrets. This weapon cannot be independently obtained in normal play. It fires a 3-round burst that deals significant damage but with a minimum range. It is the main armament of the autocannon turret. If you have both wind and wood-fired generators, there's no reason why you can't use both at the same time. The autocannon is a turret-only ranged weapon. Wind turbine power output is variable, realistically forcing the construction of batteries to smooth out periods of low power production. accuracy 54% Velocity 88 (m/s) Burst Count 3 (per burst) Burst Ticks 17 ticks ( 0.28 secs) Ranged Combat Mode Burst Damage 27 dmg ( Bullet) Armor penetration 40% Warm-Up 0 ticks ( 0 secs) Cooldown 210 ticks ( 3.5 secs) Range 32.9 tile(s) Minimum Range 8.9 tiles Accuracy 28% - 72% - 66% - 50% Avg.
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