Difference between revisions of "Mecha Turret"

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[[File:Exploration-Energy_Mecha_Turret.png|left|100x100px]]
 
[[File:Exploration-Energy_Mecha_Turret.png|left|100x100px]]
  
These red turrets require 5 [[energy]] to activate. One is found in ''[[Aurora Isles: The Jelly Farm II]]''.
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This red turret is found in ''[[Aurora Isles: The Jelly Farm II]]''. It 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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===Auto Turret===
 
===Auto Turret===
 
[[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). Turrets summoned by kits are capable of being inflicted with status. Once damaged they will not be able to turn, then after a bit more damage they will disappear.  
 
[[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). Turrets summoned by kits are capable of being inflicted with status. Once damaged they will not be able to turn, then after a bit more damage they will disappear.  

Revision as of 23:28, 22 December 2015

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 in place, 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.

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 and rarely in Deconstruction Zone segments.


Energy Mecha Turret

Exploration-Energy Mecha Turret.png

This red turret is found in Aurora Isles: The Jelly Farm II. It 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). Turrets summoned by kits are capable of being inflicted with status. Once damaged they will not be able to turn, then after a bit more damage they will disappear.


See Also

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