Difference between revisions of "Mecha Turret"
From SpiralKnights
m (→Notes: repeat) |
m (→Mecha Turret) |
||
(3 intermediate revisions by one other user not shown) | |||
Line 6: | Line 6: | ||
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. | 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. | ||
− | Turrets can be inflicted with [[status]]. | + | Turrets can be inflicted with [[status]]. If in a vulnerable location, Turrets can receive damage. With enough damage they will disappear. |
===History=== | ===History=== | ||
Line 19: | Line 19: | ||
[[File:Exploration-Mecha Turret (Purple).png|100x100px|left]] | [[File:Exploration-Mecha Turret (Purple).png|100x100px|left]] | ||
− | Purple turrets are seen in {{mission|Operation Crimson Hammer}} and rarely in [[Deconstruction Zone]] segments. | + | Purple turrets are seen in {{mission|Operation Crimson Hammer}}, sometimes in [[Starlight Cradle]] levels, and rarely in [[Deconstruction Zone]] segments. |
{{clearleft}} | {{clearleft}} | ||
Line 26: | Line 26: | ||
[[File:Exploration-Energy_Mecha_Turret.png|left|100x100px]] | [[File:Exploration-Energy_Mecha_Turret.png|left|100x100px]] | ||
− | + | 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." | |
{{clearleft}} | {{clearleft}} |
Latest revision as of 10:45, 7 May 2020
A Mecha Turret is a type of stationary machine players can encounter while exploring the Clockworks.
Contents
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
- Mecha Turrets were first seen in the preview event, notably in Starlight Cradle levels.
- release 2011-07-08: Turrets show up in a few specific places.
- release 2015-01-21: Auto Turret Kit pickups are found in the Clockworks (they were meant to be introduced with release 2013-10-16).
List
Mecha Turret
Light blue turrets are found in several Rank Missions (especially rank mission arena segments) and the Event Mission: Save Winterfest!. Inactive Mecha Turrets are seen in the Rescue Camp. They remain off until the player completes the 1-2 Mission: The Ancient Generator.
Purple turrets are seen in Expansion Mission: Operation Crimson Hammer, sometimes in Starlight Cradle levels, and rarely in Deconstruction Zone segments.
Energy Mecha Turret
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 benefits of activating Energy Mecha Turrets are not worth 5 energy. Players usually only activate these "for fun."
Auto Turret
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.