Ripple

The **Ripple** is a large long-range turret on Serpulo that bombards ground targets. Its explosive shells are similar to those of Hail, but fire in sets of 4 and spread over a wide area.

## Ammo Details

  Silicon | 33 area damage - 2.3 tiles
  Plastanium | 45 area damage - 3.2 tiles
  Blast Compound | 55 area damage - 4.2 tiles

## Usage

Ripple deals respectable damage for its low build cost, huge range, and ability to shoot over walls, but suffers from a significant problem. Almost every one of its shells undershoots its target, getting worse the further away the target due to inaccuracy, often missing completely despite dealing area damage. This reduces its effective maximum range to around 25 blocks, undermining its primary advantage and making Hail a lot more reliable at maximum range. This can be corrected through Logic commands or direct control, but that requires active intervention. Ripple also cannot hit targets immediately adjacent to itself.

Each ammo has pros and cons:

* Graphite: 33 x 4 = 132 DPS
	+ Easy to supply (especially with a Multi-Press), but has the lowest damage overall.
* Silicon: 33 x 4 x (1 + 20%) = 158.4 DPS
	+ Fire rate bonus improves its damage output and homing reduces the impact from undershooting, but using it for ammo sets back unit production.
* Plastanium: 45 x 4 minimum, (45 + (10 x 10)) x 4 maximum = 180, 580 (380 on average) DPS
	+ Most damage overall is due to frag bullets and the most knockback. However, its low ammo multiplier consumes it quickly. Sets back the production of Tier 4 and Tier 5 units.
* Blast Compound: 55 x 4 = 220 DPS
	+ Most damage, radius, and synergy with a Cryofluid Wave/Tsunami.
* Pyratite: 45 x 4 = 180 DPS
	+ High ammo efficiency and sets structures on fire. The flames also distract enemy Segments and have synergy with an Oil Wave/Tsunami.

Some other tips:

* Like other 3x3 turrets, Ripple gains a huge boost from coolant.
* With the ammo multiplier together with ammo per shot, a Ripple ends up spending 1 Graphite item per shot of 4 shells.
* Ripple's long range can make it annoying to fight against on attack sectors but due to its inability to target air units, Zeniths can destroy them easily as they are only moderately annoyed by the presence of a Scatter.

## Changes

 Version 6.0, unknown build(s)
* Firing sound changed. Previously shared its firing sound with Hail.
* Graphite ammo:
	+ Area damage radius decreased (3.1 tiles → 2.3).
* Silicon ammo:
	+ Ammo multiplier increased (2x → 3x).
	+ Gained a +20% fire rate when used.
	+ Area damage radius decreased (3.1 tiles → 2.3).
* Pyratite ammo:
	+ Area damage increased (30 → 35).
	+ Area damage radius decreased (3.1 tiles → 2.3).
* Blast Compound ammo:
	+ Area damage radius decreased (5.6 tiles → 4.2).
	+ Now inflicts  Blasted on units.
* Plastanium ammo:
	+ Area damage radius decreased (4.4 tiles → 3.2).
* Description changed.
	+ Old description: "An extremely powerful artillery turret. Shoots clusters of shells at enemies over long distances."
 Version 7.0, Build 127
 Version 7.0, Build 130
	+ Ammo multiplier increased (2x → 4x).
* Blast Compound ammo:
 Version 7.0, Build 136
* Fire rate bonus for coolant increased (Water: 140% → 160%, Cryofluid: 190% → 235%).
* Pyratite ammo:
	+ Area damage increased (35 → 45).

## Trivia

* Ripple and Salvo are the only turrets that have 5 ammo types.
* Ripple has the 8th longest range out of all turrets, being beaten by the Smite (37.5 blocks), Disperse (38.75 blocks), Afflict (43.75 blocks), Malign (46.25 blocks), Titan (48.75 blocks), Foreshadow (62.5 blocks), and Scathe (168.75 blocks).
* Fortress and Ripple share the same firing sound.