"Typhoon" Turret

The "Typhoon" turret is a personal, deployable version of the turrets set up by Monolith and Merc encampments. It has been configured only to target mutants, and has a maximum range of 20 meters.

## Location

The turret is a reward from Arnie's Test of pistols quest.

## Strategy

The personal turret is an extremely powerful tool in the right situations despite its limitations. Its ammo is entirely unlimited, and as long as it has a valid target within range it will continue firing indefinitely. There are some instances of damage which seem to cause it to "break down" and stop firing until reset like exploding zombies, but unless you are bunkered up this is rarely an issue.

### Deploying the turret

Using the turret from inventory (slow) or using the configured "deploy turret" button will drop Typhoon about one or two meters in front of you. The tripod itself is a physical object, and can be placed in order to create a step that the player can stand on. It also has relatively low weight and can easily be knocked around by rampaging mutants. This is important to consider when placing the turret to combat fast-moving mutants like those using the bloodsucker skeleton.

Placing the turret on a level surface normally works fine, but slanted or uneven surfaces will cause the turret to "jump" as it tries to right itself. For this reason, it's best practice to always jump before deploying as it will allow the turret to fall a small distance and right itself automatically.

Trying to deploy Typhoon while in forward motion will cause the physical tripod to get in the player's way, making mobile deployment difficult. The solution to this is to flick the mouse in either the left or right direction when deploying in motion. You can even do this during a running jump to keep your momentum, and is instrumental to using Typhoon in high risk situations.

### Power

The turret seems to fire a 7.62x51mm round machine gun, and judging from how powerful the friendly fire is, it is just as strong as the antipersonnel enemy turrets with the obvious caveat that it only targets mutants.

The turret is generally effective against most kinds of mutants. It will make short work of dogs, regular bloodsuckers, rats/cockroaches, tushkano, snorks, chimeras, scorpionflies/fruitbats, and poltergeists without issue. The turret can be quickdropped at close range while running/jumping perpendicular to controllers and burers, but both are significantly safer to combat at long range. A better method for the patient is to drop the turret into their path or around a corner and bait them to advance into its range. Zombies, due to their innate resistance to firearm damage, will take a long time to kill and are likely better engaged with melee unless there's an exploding, mosquito, or plague zombie in the mix. Deathclaws, Venom, werewolves, and the tankier bloodsucker variants are also extremely resistant to firearms but very quick on their feet. This leads to the awkward situation where they are difficult for the turret to pin down while also being liable to knocking it over, so melee is again the best option for these mutants.

Flies/mosquitoes/plague flies/anomalous bubbles are the one enemy type that hard counters Typhoon for a number of reasons. Their effective hitboxes are so small that Typhoon cannot hit them no matter what, since it aims at them in the wrong way. Flies will also distract Typhoon's targeting when there are other more dangerous targets in range, since it will be unable to kill them. Furthermore, flies are slightly elevated, so if Typhoon is at ground level and flies are congregating below you while you're resting at a safe spot above, Typhoon will not hesitate to miss the flies entirely and shoot you to death by accident.

### Health

Typhoon will never be targeted by enemies. However, it has a similar healthpool to enemy turrets, and will eventually start smoking and be destroyed when exposed to too much damage. For this reason it's best to start out large engagements such as the Cordon Psi-Antenna and the Jupiter mutant horde from an elevated position with grenades before dropping Typhoon to clean up the leftovers, especially if there are mosquito/plague/ghostly zombies that will spawn flies that need to be killed first.

All durability is recovered after re-deploying the turret.

### Other strategies

Any time you see a trailer truck with an open back, this is a potential spot to hunker down after placing Typhoon outside since you will be safe from any mutant besides mosquito/plague zombies inside. In particular, this is the laziest, cheapest way of clearing out the parking lot of CNPP-1.

Stealth dropping the turret can be an effective method of dealing with otherwise extremely annoying and tanky mutants like mosquito and plague zombies, since they cannot wander towards you or target you if they don't know that you're there. As long as you make absolutely no noise they will sit in place and take Typhoon's fire until they die.

Placing the the turret in knackery battles in Arena can be an easy way of making money, because it doesn't cost you anything. Just be aware of that bloodsuckers are likely to survive much longer. Also it is best to agro the before but you can then jump on top of boxes nearby and simply ignore all enemies, while turret deals with them.

## Notes

* The turret can be bound to a hotkey separate from quick access in the control options, and can be picked up at any time by targeting it with the interact key.
* Typhoon cannot target enemies that are too close to it, so enemies stuck on the tripod or directly next to it cannot be targeted. When or if they move into range again, the turret will resume targeting them.

## Bugs

* Typhoon has a tendency to fall through the world on some maps and will not be recoverable if this happens. Keep its position in mind and reload save if this occurs.
* Typhoon can move NPCs out of the way and even shoot them into the sky if placed on their position. This *would* be useful for getting Garik out of the way for free but you're transported to Duty jail if you try to get in without paying. A better usage for this technique would be to reset quest NPCs that are stuck in aggro mode or are inconveniently blocking off hallways.
* In the same way, you can deploy Typhoon to open locked doors pretty much anywhere in the world. This is much easier than using the weapon throw since Typhoon is a much larger object. Be wary that trying to do this in some locations will net you the "Cheater" achievement and essentially brick your save (the bandit storehouse in Dark Valley for instance). Other doors like those blocking off the C-Consciousness Representative in the Monolith Control Bunker are perfectly legal to force open whenever you want.
* When being deployed during game stutters, Typhoon can be cloned or even tripled in some instances. You could theoretically create an entire army of Typhoon turrets and deploy them wherever you please throughout the Zone. See Turret cloning for more details on this exploit.