Advice: Turrets in Peoria

  • Thread starter Thread starter xman
  • Start date Start date
X

xman

Guest
What's the best way to deal with the turrets in the vault under Peoria? I activated the security system to get past the door, and now my squad is getting shredded by the turrets. Haven't been able to sneak past them either.
 
They cycle regularly, wait until you hear them come down, then have either 1 or 2 guys make a mad dash from behind the cover in front of the turrets to the door. I don't think an entire squad could make it unscathed through the doorway, though.

Don't go too far past the door without a couple guys, though, as another turret and some radscorps wait there, and radscorpions are much tougher than in the RPGs, on normal mode it took me 3 AK47 bursts to kill just one.
 
talking about rad scorpions...

have you noticed that it is little harder to spot some of those? my char was standing one hex away from these doors, looking at the direction where scorpions are... they came near me and my char spotted them when they attacked him... bastards... and my perception is 9!!!
--
Miroslav, miroslav@gamestats.com
No Mutants Allowed - Fallout WebSite
http://fallout.gamestats.com/
 
I'm fairly certain that those couple radscorpions are in sneak mode in that part of the level. Certainly adds an aspect that I'm not used to with your enemies able to sneak.
 
xman posted:


What's the best way to deal with the turrets in the vault under Peoria? I activated the security system to get past the door, and now my squad is getting shredded by the turrets. Haven't been able to sneak past them either.

Okay. Good and bad. These thigns are powerful but their weapons only point straight.


Turrets are damned tough but they only shoot one way. Forward arc. So if you're in its line of sight you will get tagged. So trick is to put your characters in a position where they can kick the ever living crap outta these things without being touched


Since they pop into the ground and pop up if you can get at least one or two characters armed with either a sledge, ripper or cattle prod and tear them via their unprotected flank. So much for the turret concept. If these suckers could rotate then things would really suck.


So what worked for me was have everybody in prone positions and taking cover as best as they can and have one or two (highest AG and melee) make a beeline for the turrets. It works. you may take one or two ansty hits but the rad scorpions and giant roaches are far more vicious and deadly (poison) or at least smarter.


Mad Mike
 
Not quite sure what you're talking about Mike ;) Those turrets can turn in 360 degrees, they're not stuck facing foward. I'm not sure if that's what you meant or not. I couldn't figure out any way to get in a position where you can just whack 'em until the cows come home without taking damage (and it would prolly take that long, too, heh).

Best thing to do, like someone said above, is to wait until the turrets duck back down, then run like crazy. That's the best way to deal with them. It's not always easy, but you shouldn't have any real problems once you get the hang of it. Keep hidden and crouched when they're up, run when they're down. If you're playing ITB, and one spots you, take cover. Once you're hidden, exit turn-based combat and wait for the turret(s) to go back down.

From what I hear, you can come back later in the game when you've got suped-up weapons to get energy cells from them. But when you first do this mission, don't waste time, health, or ammo trying to damage or destroy the turrets.
 
If you're in ITB (or STB, I suppose - haven't tried it), you *can* take the turrets out when you first encounter them. (Personally, I think the new CTB mode is worthless - everything is about 10 times more difficult that way!) It just takes quite a while. I don't know if it's better to try and get past them and come back later or not, but it probably took me at least 2 or 3 hours to kill off all of the turrets in Preoria. My tactic was to crawl up behind crates on the first two and then each character would pop up, take one shot with a hunting rifle, and then go prone again. Alternatively, if there's a wall close by, you can have all of your characters line up so that they're one step out of the turret's view, and each turn you step in, fire, and then step back. And don't bother with burst mode against the turrets - it didn't seem to do any better damage on average than regular attacks, and it chew up ammo.

For those that are interested, you can get about 600 Fusion cells from each turret. But I'm now on to mission 11 or so, and I still haven't even found a weapon that requires fusion cells. It can just be a bit tricky getting past some of the turrets.

Eventually, you can deactivate the underground turrets, and the surface ones are supposed to activate. I don't know what happened, though, since the surface turrets never did anything. When I first deactivated the below ground turrets and it said the above ground turrets were active, I hit the switch again, and then one more time to reactivate the surface turrets. They never came up.

Anyone know how many HP the damn things have, because it takes a LONG time for each turret before they die. Something interesting is that some turrets you encounter around mission 8 or so (destroy super mutant generators) have something like 340 HP! Luckily, the same tactic still works, and by this time you should have a few people with sniper rifles, so you can actually damage them a bit.
 
The way I got pass the turrets was to switch into turn-based mode. Then when the turrets go under ground you can go into combat by hitting enter and as long as you stay in combat they wont come back up. It's cheap but it works.
 
[font size=1" color="#FF0000]LAST EDITED ON Mar-27-01 AT 02:59PM (GMT)[p]The way I did it I got lucky (and smart). I ran up behind the boxes for cover, had my snipers pop up and down every turn, and the turrets were never in overwatch so it takes awhile. So I figure if I can disable their weapons I can go take em out easy. so first time I fire an aimed shot at the activator on the turret on the left I get a crit and it's activator was crippled, it was no longer able to fire. So I figure I'll do the same on the next one - it took me about half an hour of shooting at it before it's activator whent down, but once both of their activators were down it was easy enough to go to CTB and change over to mele weapons and beat on them. I didn't really have any mele characters so it took about a half hour in CTB to kill them each, as they only did damage on a crit. I was extremely disapointed though when I did as for something armed with a lazer riffle and 360 (aprox) hp you only get 11 xp ea. I don't think I'd go that route again unless I had a finnesse character, it would be much easier to just run by them which is what I did on most of the rest of the level since I whent left instead of right. The radscorpions are slightly annoying, but they at least have to get near you. I didn't have any problem with them, but I was sneaking around most of the time to scout. It's the giant cockroaches that I hate, spitting really nasty poison, it's got to be at least 3 times as nasty as radscorpion poison. I whent through almost all my antidotes.

As far as the fusion cells, they didn't have any when I killed them...
 
Bah! The only REAL way to do it is to go CTB (CTB sucks but it helps here), get guys with AK's (I used 3 AKmen and one SMGman, but he did shit except for a couple criticals ), get them ALL BEHIND COVER, preferably cover which protects you but also gives you 95% chance, have them crouch, get doc behind them for healage, then set all your shooter-people (snipers, front line guys, ALL BUT DOC) to aggressive and single shot, then wait about 4 minutes for turret to explode, the health drops at an extremely faster rate than the crappy hour-long ITB rate.

I am still extremely pissed off at these things, they give total crap for EXP and I'm hoping their fusion cells are worth something.
 
Strangeness....

I just made a new character and whent through this level again, I decided to do turn based again and take them out again (even though I said I would just run by them in my last post) I think the combats must be fixed or something, because the first aimed shot I took at the left (west) turret's activator knocked it's weapon out again. It's a bit odd for a coincidence.
 
Turrets, like several other weapons in the game have a penalty to shoot at point blank range. I defeated them by arming Kevin (Jerk with a level 15 perk) and my melee main character with power fists and then doing aimed shots at the sensors. The other guys would remain next to the turrents to split up fire and administor stimpacks if needed (turrets missed ALOT though at point blank). The first two turrets you encounter have alot of microfusion cells. However the rest only have between 40 and 60. I virtually drained my small energy cells and they haven't come up in the QM's inventory again so I'm back to the impact fists. I played the mission a second time to see what happened if I set up to destroy the three turrets in the village before they killed the villagers. The villagers had nothing to say however, those ungrateful wretches.
 
I found that the best way to get by the turrets was to turn on CTB, then crawl+sneak to the barricade of boxes closest to the turrets. Once there, turn off sneak. Once the turrets start to go down, take character, stand them up, and RUN! Run past them and into the room behind them. Do this with each of your squadmates.
 
Anyway to .. eh.. pass safely .. I mean with villiger

The turrets have 349 hp to start, exactly ! (due to I had Rage at the time and he has awareness perk)

When I deactivated the underground, the above ground came up and killed a bunch of tribals, this made the chief really sad, it get mentioned in the debriefing as well, and I was wondering if anyone can get pass that area withOUT having tribals dead, may result in some different ending and such.
 
RE: Anyway to .. eh.. pass safely .. I mean with villiger

I had no problem with the turrets. did i orginize a huge frontal attack? no. i just ran past the bloddy things. if your in CTB (i play the whole game like this) crawl one guy up to the boxes so hes got cover. wait for the turrets to go down then stand up and Run. They should pop up and fire at you but when they did that to me they missed horribly. (it looked sweet as hell too cuase my guy was just bolting for the door and this turret fire is wizzing buy right behind him.)
 
RE: Anyway to .. eh.. pass safely .. I mean with villiger

Play in CTB, leave one guy by the switch, turn on the switch, make a few characters run as far as possible and take cover, and while they run, turn off the switch again. The turrets above will just pop up and down, the turrets where you are will shoot though, so be careful. Repeat until as many guys as you want are past the turrets. Keep one guy at the switch though :)
/Saxit
 
RE: Anyway to .. eh.. pass safely .. I mean with villagers

I'm sure this is a bug, but the turrets don't seem to go up/down when you are in combat in ITB or STB modes. So if you're a cheap bastard (yes, I am!), you can play in one of these modes and clear out everything without ever leaving combat mode. Incidentally, you may want to place one character above ground by the turrets, just to verify that they aren't killing anything and also to prevent combat from ending. If you do all this, the ending is definitely different (no chastisement in the debriefing, and the chief isn't sad). Instead, the chief laughs at you and gives you an extra battery. Woohoo. I might help you to gain another rank or something.
 
Nice

Is it possible to kill the turrets up front ? since they are on friendly to begin with.. would they turn hostile if attacked ?

So.. what we have to do is flip switch, then flip again, so the top won't come up, and the bottom will stay low as long as you stay in combat mode.. sounds good, I'll try that again when I get there
 
Back
Top