Difference between revisions of "Mecha Turret"

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[[File:Mecha Turret T1.png|thumb|right|Mecha Turret firing its laser beam. While this one is red, it can also be seen in purple]]
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[[File:Mecha Turret T1.png|right|frame|An Energy Turret firing its laser beam.]]
  
'''Mecha Turrets''' are stationary machines that cost 5 [[energy]] to activate. When activated, it damages enemies with its continual laser beam that inflicts piercing type damage, as well as creating a 'knock back' effect that will push targets against a wall. The Mecha Turret will automatically target anything within its range.  
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A '''Mecha Turret''' is a type of stationary machine players can encounter while [[exploration|exploring]] the [[Clockworks]].  
  
Mecha Turrets are capable of being affected by statuses, just like anything else. Once damaged they will not be able to turn, then after a bit more damage they will break.  
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==Notes==
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An active Mecha Turret will rotate in place, automatically targeting anything within its range and firing a blue laser beam. Before firing, the turret will lock on and vibrate, charging up a beam shot. The beam inflicts piercing <!--{{???}} same for all types in all areas? --> damage and has a knock back effect, pushing targets away. After firing its laser, it contracts until it can fire again. A row of lights on top turn on one after another, then the turret pops back up again and resumes rotating. This results in a slow, mostly defensive machine.
  
==Note==
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Turrets can be inflicted with [[status]]. If in a vulnerable location, Turrets can receive damage. With enough damage they will disappear.  
*Mecha Turrets were first seen in the preview event, notably in the [[Starlight Cradle]] levels.  
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*Mecha Turrets were reintroduced in the 2011-07-08 release[http://forums.spiralknights.com/en/node/14993] in some areas of The Jelly Farm II and rarely, [[Deconstruction Zone]]s. You must pay [[Energy]] to activate them but once activated, they will shoot any enemies in range and will not expire.
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*Mecha Turrets as a [[Pickup]] were introduced in the 2015-02-27 release[http://forums.spiralknights.com/en/node/107775]. These items can be used at will, but the turret will eventually expire.
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*Permanently active Mecha Turrets can be seen defending zones from Gremlins and other monsters in [[Operation Crimson Hammer]], some [[Rank Mission]]s, or [[Save Winterfest]].
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*Decorative Mecha Turrets are seen in the [[Rescue camp]]. They remain off until you complete the Rank Mission [[The Ancient Generator]]. You can also find one in the Rescue Camp before the path to the elevator.
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==Screenshots==
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===History===
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*Mecha Turrets were first seen in the preview event, notably in [[Starlight Cradle]] levels.
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*{{release|2011-07-08}}: Turrets show up in a few specific places.
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*{{release|2015-01-21}}: Auto Turret Kit pickups are found in the Clockworks (they were meant to be introduced with {{release|2013-10-16}}).
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==List==
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===Mecha Turret===
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[[File:Exploration-Mecha Turret.png|100x100px|left]] Light blue turrets are found in several [[Rank Mission]]s (especially [[Battle Arena (mission)|rank mission arena segments]]) and the {{mission|Save Winterfest!}}. Inactive Mecha Turrets are seen in the [[Rescue Camp]]. They remain off until the player completes the {{mission|The Ancient Generator}}.
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{{clearleft}}
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[[File:Exploration-Mecha Turret (Purple).png|100x100px|left]]
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Purple turrets are seen in {{mission|Operation Crimson Hammer}}, sometimes in [[Starlight Cradle]] levels, and rarely in [[Deconstruction Zone]] segments.
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{{clearleft}}
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===Energy Mecha Turret===
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[[File:Exploration-Energy_Mecha_Turret.png|left|100x100px]]
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Two red turrets are found in {{location|Aurora Isles|The Jelly Farm II}}. Each requires 5 [[energy]] to activate. The number "5" will pop up as the player draws close enough, prompting the energy option. <br> {{opinion/small}}: The benefits of activating Energy Mecha Turrets are not worth 5 energy. Players usually only activate these "for fun."
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{{clearleft}}
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===Auto Turret===
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[[File:Item-Auto Turret Kit.png|left|100x100px]] The [[Auto Turret Kit]] pickup summons a temporary Turret. Once deployed, the turret has the same appearance as the light blue Mecha Turret. They will last {{???}} seconds (a long time). Once damaged they will not be able to turn. After taking enough damage they will disappear.
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{{clearleft}}
  
<gallery>
 
Image:Exploration-Energy_Mecha_Turret.png|A Mecha Turret in The Jelly Farm II.
 
</gallery>
 
 
==See Also==
 
==See Also==
 
{{exploration see also}}
 
{{exploration see also}}
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[[Category:Exploration]]
 
[[Category:Exploration]]

Latest revision as of 10:45, 7 May 2020

An Energy Turret firing its laser beam.

A Mecha Turret is a type of stationary machine players can encounter while exploring the Clockworks.

Notes

An active Mecha Turret will rotate in place, automatically targeting anything within its range and firing a blue laser beam. Before firing, the turret will lock on and vibrate, charging up a beam shot. The beam inflicts piercing damage and has a knock back effect, pushing targets away. After firing its laser, it contracts until it can fire again. A row of lights on top turn on one after another, then the turret pops back up again and resumes rotating. This results in a slow, mostly defensive machine.

Turrets can be inflicted with status. If in a vulnerable location, Turrets can receive damage. With enough damage they will disappear.

History

List

Mecha Turret

Exploration-Mecha Turret.png
Light blue turrets are found in several Rank Missions (especially rank mission arena segments) and the Interface-icon-PvE.png Event Mission: Save Winterfest!. Inactive Mecha Turrets are seen in the Rescue Camp. They remain off until the player completes the 1-2 Interface-icon-PvE.png Mission: The Ancient Generator.


Exploration-Mecha Turret (Purple).png

Purple turrets are seen in Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer, sometimes in Starlight Cradle levels, and rarely in Deconstruction Zone segments.


Energy Mecha Turret

Exploration-Energy Mecha Turret.png

Two red turrets are found in Aurora Isles: The Jelly Farm II. Each requires 5 energy to activate. The number "5" will pop up as the player draws close enough, prompting the energy option.
The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing.: The benefits of activating Energy Mecha Turrets are not worth 5 energy. Players usually only activate these "for fun."


Auto Turret

Item-Auto Turret Kit.png
The Auto Turret Kit pickup summons a temporary Turret. Once deployed, the turret has the same appearance as the light blue Mecha Turret. They will last ??? seconds (a long time). Once damaged they will not be able to turn. After taking enough damage they will disappear.


See Also

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