Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Projectile | 3.7 s | 67.6 vs infantry · 105.4 vs vehicles · 59.5 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
The Spit turret costs 130 minerals and takes twenty seconds to create. Its extracted weapon gives a calculated anti-vehicle rate of 105.4, before hit probability or combat modifiers. The official description says “A large artillery turret. Excellent against vehicles and infantry, but has a very high projectile trajectory and low muzzle velocity.” Its health record carries 1 600 base hit points, reserve capacity 50 and armour 0. The projectile’s vehicle damage is 390, and the extracted firing cycle is 3.7 seconds in build 23882143. The minimum range is two tiles. These records describe an artillery weapon, while its usefulness depends on the engagement.
Where it comes from
The negative fire coefficient −0.2 is present in the turret’s health record in build 23882143. It is not evidence of a particular vulnerability percentage. The projectile component separately records spread, shell speed and an arcing trajectory, agreeing with the developer’s warning about low muzzle velocity. Those parameters make target movement relevant to placement, but do not prove that every moving target will be missed. The turret combines a recorded artillery role with unarmoured health; neither its price nor a calculated firing rate settles its effectiveness across all engagements.
How it is actually used
Place the Spit turret with its projectile behaviour and minimum range in mind. The calculated vehicle damage rate is 105.4; it assumes the extracted firing cycle and cannot guarantee damage against a moving or protected target. Its combined health capacity is 1 650, but the reserve is not necessarily filled on creation. Cover approaches inside the two-tile minimum range with other forces rather than assuming that anything there is safe from the entire defence. The slow, arcing shell is a reason to examine the route enemies actually use, not a promise of constant damage against a stationary line.
How to beat it
The fire coefficient −0.2 does not supply a documented damage formula for flame weapons. The concrete constraints are the described slow trajectory and the projectile’s minimum range. Vehicle damage is 390 per recorded hit before runtime modifiers, so a direct vehicle approach deserves care. Movement may change the chance of being hit, but the files do not promise a successful crossing or a safe melee position. Check supporting troops and other turrets before exploiting the inner range. Choose the approach from the weapon’s actual limitations instead of converting a negative resistance field into guaranteed extra damage.
Values read from game files · version 23882143