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Strange anti-aircraft gun as it appears in the Dust Front RTS demo, from the game files of build 23882143

Strange anti-aircraft gun

Confirmed Established — fromdocs/sources/demo/raw/BuildConfig.json / g_FlakMutant_Build, build 23882143

Cost

Minerals
120
Build time
15 s

Defence

Hit points
550
Extra hit points
+50
Armour
0
Fire resistance
0.7
Gas resistance
0.7
Area resistance
0.22

Weapons · 1

FamilyFire cycleDamage per second
Machine gun0.4 s150 vs infantry · 37.5 vs vehicles · 12.5 vs buildings

Damage per second = damage ÷ fire cycle, computed by the build script.

What it is

The Strange anti-aircraft gun costs 120 minerals and takes fifteen seconds in build 23882143. Its description states “A rapid-fire turret for shooting down enemy aircraft.” The health record has 550 base hit points, a 50-point reserve capacity, 0 armour and area coefficient 0.22. Its machine-gun component records range 10, bonus range 3 and minimum range 1, with an aircraft-oriented detection setting. The presence of damage fields for other target classes does not by itself establish that the turret can select or attack those targets.

Where it comes from

The weapon’s move-attack flag is set in build 23882143; that is a component setting, not evidence that this structure can travel or fire while being moved. Its area coefficient 0.22 differs from the 0.1 and 0.2 found on other Mutant buildings, while the Construction crane and Spit turret record 0.3 and 0.6. This comparison names values without converting them into protection percentages. The official aircraft role and the detection setting remain the useful starting point. A damage table must be read together with targeting, rather than used to invent a second role for the building.

How it is actually used

The extracted damage fields give calculated rates of 150 against infantry and 37.5 against vehicles on a 0.4-second cycle. Those calculations do not prove that infantry is an eligible target: the turret’s description and detection setting point to an aircraft role. For 120 minerals, plan it as anti-aircraft coverage unless the target-selection behaviour is established otherwise. Its minimum range is 1; account for that inner interval when arranging coverage, but do not interpret contact with the building as guaranteed safety from every weapon or neighbouring defender.

How to beat it

The phrase “rush the anti-air” is a tactical shorthand, not a developer instruction. The calculated infantry damage field is 150, but the record does not establish that infantry can be targeted. A minimum range of 1 is a weapon constraint, not a guarantee that touching the turret disables the entire defence. Its area coefficient 0.22 and base health 550 do not determine the attacking weapon's effectiveness. Assess the aircraft coverage the turret provides and the ground forces protecting it, then choose whether the raid actually needs to remove this anti-aircraft position.

Values read from game files · version 23882143

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