Target
Distance
Pellets spread, so fewer land further out. Past 30 m the turret does not fire.
Gun
Leave it on Fastest, or pick the gun you have. Any row in the table works too.
Every turret gun
naked · 15 mHits and shots are averages at the chosen range: shotgun pellets spread, a rifle bullet lands every time. Shots is also the rounds used per kill. Auto turret sight 30 m, 10 rW; it fires with the gun's own spread. Shotgun trap cooldown 0.5 s. Flame turret sweeps 90°, 4 s spray. SAM targets aircraft within 150 m and shoots down rockets within 225 m.
Rust Auto Turret Time to Kill by Weapon
A turret fires the gun's own ammo, then scales the damage. It applies the gun's damage scale a second time, so strong guns gain and weak ones lose: the Assault Rifle deals 35% of its handheld damage, the Bolt Action 128%, the MP5 26%. Range does not reduce the damage of a hit, and hits count as body shots. Spread does matter: shotgun pellets fan out, so a Pump Shotgun lands 72% of its pellets at 5 m and 5% at 30 m, while rifle and SMG bullets all land. The table shows the average damage and shots at the range you pick. Armour counts as a whole-body average: all worn protection added up and split over six, so a chest plate helps less against a turret than against a player. A turret only takes a shot every 0.2 seconds at best, so even the fastest guns fire five rounds a second, and semi-automatic guns wait half again as long, rounded up to the next 0.2 seconds. Rank by seconds if you want the kill, by shots if you are feeding the turret.
Methodology
Turret hits were tested in game on our own server for pistols, shotguns and the High Caliber Revolver, and the armour rule was tested on a full metal kit; every other gun uses the same formula with its own settings. Pellet spread was tested in game with 200 shots per gun at 5, 15 and 30 m against a standing target. Every gun was also run in a powered turret that found and shot a standing scientist by itself, to check its shot rate and hits. Seconds count the turret's fire rate, burst pauses and its short reload. Flame turret, shotgun trap and SAM ranges are the entities' own values. Tested on the current version of Rust.
