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During either recharging phase, the shield dome's power consumption will increase dramatically. Once the shield level reaches a specific threshold, it will reactivate and resume the slower active recharge rate. Should the shield level reach zero, the shield will fall entirely, allowing the biters to attack as they normally would.Ī failed shield has a cooldown before it can begin to recharge, at which point it will do so more rapidly compared to an active shield.
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If the damage input outpaces the recharge rate, the level will continue to drop. Biters will attack the dome itself, and as it takes damage, it will begin to recharge. This allows for turrets inside to attack without danger, and prevents the biters from gradually whittling down turret or walls with successive attacks. Shield domes provide overarching protection for anything in their radius, disallowing the entry of either biters or projectiles, preventing them from taking damage until the shield is depleted. As the alternate name implies, this buys time if all the other defences in an outpost have been overwhelmed, or the ammo/power supply has failed by the time the next wave arrives to attack that location, you will have had time to restore normal functionality. Once destroyed, it will unleash a massive explosion, wiping out all the enemies in a large radius, along with significant but non-fatal damage to nearby structures.
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The defence trap, aka the last stand turret, is designed for a very special case it will not fire upon biters at all, but, being a turret, will still be treated as a priority target for them. This greatly slows enemy movement, and grants the other turrets significantly increased time to destroy incoming enemies before they reach your structures. The sticky turret does no damage of its own, but sprays the ground with a gluelike substance. The cannon turret, operated with tank rounds, is designed to pick spitters out of a crowd of biters with a much slower firing cycle, but large range and high damage - including overpenetration possibility - it will preferentially target spitters, picking them off before they can get in range of the more standard turrets. All three of these boast significantly increased damage, durability, and range relative to their base counterparts (in the case of the acid turret, this is dependent upon which acid is being used as "fuel" high-tier acids like BobMods nitric are the most damaging). The three "basic" turrets are the concussion, acid, and plasma turrets, which are roughly analogous to the gun, flamethrower, and laser turrets in functionality.
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More variety in ammunition for both turrets and manually operated weapons, including that which is designed to bypass resistances, or which can destroy huge clusters of nests.More variety in turrets, including several types specialized in dealing with certain kinds of attacks (such as against spitters, huge waves of weak enemies, or rare superstrong biters).
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