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Turrets

From BioShock Wiki

Turrets are one of Rapture's many automated defense systems.

Contents

[edit] BioShock

A machine gun Turret fighting a Splicer.
BioShock Research Rewards
Turrets
1 + Damage
Vulnerable to armor-piercing rounds and electricity
2 Twice the ammo found on destroyed turrets
3 ++ Damage
4 Instant Hack
5 +++ Damage


Turrets are activated by entering in the line of sight. The three types of Turrets are machine gun, flamethrower and grenade launcher. Turrets may be temporarily stunned with electrical weapons like the Electro Bolt plasmid allowing them to be hacked. Hacked Turrets are useful allies and will attack enemies that step into the line of sight. Hostile Turrets can be hacked when distracted by the Target Dummy plasmid while their gunfire is temporarily redirected in a safe direction away from the player's position (or where enemies may be standing!). Hostile Turrets also prioritize targeting Target Dummies over the player. All Turrets look like machines mounted on swivel chairs. Like the rest of the security devices, Turrets become deadlier with every successive deck, dealing out and withstanding more damage to both enemies and the player.

[edit] Turret Types

[edit] Machine Gun

Works like Jack's Machine Gun, but with less damage and a faster firing rate. Tends to easily draw the enemy's attention. The Turret's machine gun is based on the Browning M1919A4.

[edit] Grenade Launcher

Shoots Heat-Seeking RPG's , like Jack's Grenade Launcher. They're easily destroyed, because the player can use Telekinesis to launch the grenade right back. Does strong damage, but doesn't take abuse like the machine gun brand, and it is also less common.

[edit] Flamethrower

The rarest Turret, it lives up to its namesake by igniting enemies. These Turrets pop up from a grate in the ground, taking the player by surprise. Valuable because they completely distract the enemy from the player and the Turret.

[edit] Makeshift Ball Launcher

A special Turret, similar to the Grenade Launcher, this one shoots out tennis balls and can only be found in the Medical Pavilion. This was to test out the Telekinesis plasmid in Dandy Dental for Rapture Open.

[edit] Hacking

The difficulty of hacking Turrets commonly ranges from easy to medium, made easier by the Security Expert series of Engineering Tonics. Level four Research makes Turret-hacking instant. Hacked Turrets will attack any enemies within their range of fire.

Turrets may only be hacked if they are not actively targeting the player or if they are disabled. They may be stunned by Electro Bolt (which additionally damages the Turret), frozen by the Winter Blast plasmid (which also slows down the flow of liquid in the hacking minigame), distracted by the Target Dummy plasmid, if stunned by a Shotgun loaded with Electric Buck or a Chemical Thrower loaded with Electric Gel (not advised—these attacks will substantially damage or destroy the Turret), or if frozen by a Chemical Thrower loaded with Liquid Nitrogen. The Security Evasion series of Physical Tonics will make it a bit easier to approach a hostile Turret.

[edit] Strategy

Most of the time, it is more advantageous to hack than to destroy, since hacking a Turret may secure an area and/or provide support for the player. However, it is more difficult to hack than to destroy, and may potentially cost the player more in the long run.

You can save Grenades by hacking a grenade launcher Turret, luring a Big Daddy in its sight and stunning him with repeated electrical attacks (Electric Buck work well, too) while the Turret keeps pounding him with the rockets from its inexhaustible supply.

To hack a Turret, the following weapons and plasmids (the higher the plasmid level, the longer the stun time) will render the Turret hackable. It is possible to hack a Turret from behind, but such an occasion does not happen frequently:

  • Electro Bolt, Electric Buck and Electric Gel will temporarily stun the Turret. However, they will deal a sizable amount of damage and may even destroy the Turret in one shot. Try to avoid using these on Turrets.
  • Target Dummy will temporarily distract the Turret, and has the advantage of being cheap, long-lasting, and has the potential of distracting several Turrets at once. A recommended solution.
  • Winter Blast and Liquid Nitrogen will freeze the Turret. These two do not deal any damage to the Turret, and will slow down the liquid during the hacking minigame. However, these are costly in resources, and if the player has researched the Turrets to a high enough level it is recommended to switch to Target Dummy when hacking.
  • If the player is willing to destroy the Turret, it is recommended to use either armor-piercing ammunition or even electricity-based weaponry. Telekinesis is very useful in taking out Turrets as well, since objects can also provide cover as well as great damage. When dealing with rocket-launching Turrets, Telekinesis can take out the Turret with its own ammo, with a minimal cost in EVE.
  • When either hacking or destroying, it is recommended to get as close to the Turret as possible, prepare oneself, then quickly exit cover while attacking the Turret. There is a small amount of time between the Turret first reacting to the player and shooting, and a skilled player may take out the Turret before it fires a shot. Turrets continue firing for a few moments after the player has entered cover, so it is better to wait a few seconds before trying to attack the Turret again.

[edit] BioShock 2

Turrets make a return in the game. So far, only one new type of Turret has been confirmed. These Turrets are miniature Turrets that are portable. They are deployed around the city, and are used as weapons by the Rumbler.

Enemies in BioShock
Organic Thuggish Splicer · Leadhead Splicer · Nitro Splicer · Houdini Splicer · Spider Splicer
Big Daddy (Machine) Bouncer · Rosie · Rumbler
Machine Security Bot · Security Camera · Turrets