Auto-Turret
Are you interested in learning more about electrical turrets? Contact us today to secure an expert consultation!
Unit Information
Type:
Armored Ground Unit
Description:
Automated defensive turret. Times out after 10 seconds.
Cost:
0 0Hotkey:T
Attack 1: 12mm Gauss Cannon
Targets:
Ground / Air
Damage:
18
DPS:31.58
Cooldown:0.57
Range:6 (+1)
Unit stats
Defense:
100100
Attributes:
Mechanical, Structure, ArmoredSight:
7
Description
[
edit]
The Auto-Turret is a temporary and immobile structure deployed by the Raven at the cost of 50 energy. It automatically attacks nearby air and ground targets that come within its range.
Once deployed, the Raven can leave the area, and the Turret will remain until it is killed or its duration expires (7.9 seconds). At expiration, the Auto-Turret would have dealt a maximum of 234 damage before armor.
The white circle denotes the build range of 3
Upgrades
[
edit]
This upgrade increases the range of the Auto-Turret from 6 to 7, allowing for better positioning when placing the turret. It also provides the range to retaliate against units which normally out range the Turret, such as a Thor, or mobile Siege Tank.
Removed Upgrades
[
edit]
Since Patch 5.0.11, Auto Turret is no longer affected by Neosteel Armor.
Competitive Usage
[
edit]
For more Collet Chuck Exportersinformation, please contact us. We will provide professional answers.
This section may be outdated due to patch changes (extreme reduction of the lifetime) Help us by revising it.In General
[
edit]
Auto-Turrets see limited usage in competitive StarCraft. This is primarily because the Raven's other spells see more attention in competitive play, leaving the Auto-Turret as an energy dump after Seeker Missiles and Point Defense Drones have been cast. Despite this, Auto-Turrets retain specific uses in all match ups.
The Terran player uses Auto Turrets to protect his army from approaching Zealots on Metalopolis
Aside from their use as mobile vision/detection, Ravens are less commonplace in TvP, which in turn limits Auto-Turret usage. However, they still retain their protective use, especially when part of a Marine/Siege Tank push. Because Feedback is capable of instantly destroying a Raven or Point Defense Drone that is providing vision for Siege Tanks, Auto-Turrets can be used as spotters instead. A major downfall of Auto-Turret usage against Protoss are the units high shield health, coupled with quick shield regeneration. Where an Auto-Turret can damage a Zerg unit and have the damage remain for minutes, Protoss shields often endure the entire attack and negate its effects shortly thereafter.
Though not as common as just using Point Defense Drones in this match up, the auto-turrets can be used to bomb Siege Tanks and make Tanks splash each other. The Auto-Turret can survive 3 Tank attacks or 2 fully upgraded attacks, which is enough to kill a standard Siege Tank. On top of this, they will deal minor additional damage with their standard attack. With the Point Defense Drone not being able to intercept Marine fire, an Auto-Turret can pose as an HP buffer, especially with its armor upgraded from 1 to 3. Because the PDD intercepts Marauders' grenades, it is usually a better choice if the opponent builds large numbers of Marauders.
Hincram uses Auto-Turrets to kill SLush 's 5th expansion during a high level ladder game on Lost Temple
Auto-Turrets are extremely good against Zerg opponents that have Banelings in their army, as dropping one down amongst Banelings can draw their fire to it, causing multiple Banelings to suicide on the Auto-Turret. Since most Terrans opt to launch a Seeker Missile first, one Auto-Turret can be placed with the left over energy. Aside from drawing Baneling fire, Auto-Turrets are rather powerful in their own right as a support unit. An Auto-Turret right in front of a player's army will distract a hostile, Zergling-heavy composition, especially with its armor upgraded from 1 to 3. By throwing a few Auto-Turrets down, Terrans can gain a slight advantage and possibly win a fight that they would otherwise have lost.
Gallery
[
edit]
Notable Games
[
edit]
TvT
[
edit]
TvP
[
edit]
TvZ
[
edit]
References
[
edit]
So people are unsure about the Raven redesign, especially as Interference Matrix and Anti-Armor Missile are not that useful against zerg due to the lack of viable targets for the former and the use of creep meaning you can’t force an engagement (i.e. the zerg army can disengage and wait for the effects of the missile to wear off), leaving the Auto-Turret as the only ability that’s genuinely useful against them, and with the increased cost from 50 to 75 energy, reduces their numbers too much in the late-game. Yet with the reduced build time of Ravens, 50-energy Auto-Turrets could be spammed very easily.
As a compromise, I would like to suggest the following (assuming no other adjustments to the Raven elsewhere):
The projectile could have the speed and appearance of a Marauder’s grenade, although of course able to target both ground and air and not have any concussive effects. It would still do 18 damage and have the same attack speed - however, it would significantly increase the chance of overkilling small units, thereby reducing their effectiveness in harassment while still being viable to use for that purpose at 50 energy, while not having too serious of an effect against heavier army units.
Depending on how popular they might be though, the Raven may have to have its starting energy reduced back to 50 and the Corvid Reactor returned.
Thoughts?
If you are looking for more details, kindly visit hldb.