Difference between revisions of "Mecha Turret"
From SpiralKnights
m (Edited to reflect the addition of Mecha Turret pickup items. Also changed some verbage for clarity.) |
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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]] | [[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]] | ||
− | '''Mecha Turrets''' are stationary machines that cost 5 [[energy]] to activate. When activated, it damages enemies with its continual laser beam that inflicts piercing, as well as creating a 'knock back' effect that will push targets against a wall. The Mecha Turret | + | '''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. |
+ | |||
+ | 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. | ||
==Note== | ==Note== | ||
− | *Mecha Turrets were | + | *Mecha Turrets were first seen in the preview event, notably in the [[Starlight Cradle]] levels. |
− | *Mecha Turrets can be seen defending zones from Gremlins and other monsters in [[Operation Crimson Hammer]], some [[Rank Mission]]s or [[Save Winterfest]]. | + | *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. |
+ | *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. | ||
+ | *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]]. | ||
+ | *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. | ||
==Screenshots== | ==Screenshots== |
Revision as of 16:52, 27 February 2015
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.
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.
Note
- Mecha Turrets were first seen in the preview event, notably in the Starlight Cradle levels.
- Mecha Turrets were reintroduced in the 2011-07-08 release[1] in some areas of The Jelly Farm II and rarely, Deconstruction Zones. You must pay Energy to activate them but once activated, they will shoot any enemies in range and will not expire.
- Mecha Turrets as a Pickup were introduced in the 2015-02-27 release[2]. These items can be used at will, but the turret will eventually expire.
- Permanently active Mecha Turrets can be seen defending zones from Gremlins and other monsters in Operation Crimson Hammer, some Rank Missions, or Save Winterfest.
- 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.