# Ammo-based vehicle turrets still broken

**URL:** https://discourse.cataclysmdda.org/t/ammo-based-vehicle-turrets-still-broken/5524
**Category:** The Garage
**Created:** [March 21, 2014, 1:11am UTC](https://discourse.cataclysmdda.org/t/ammo-based-vehicle-turrets-still-broken/5524 "2014-03-21T01:11:05Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Blaze](https://avatars.discourse-cdn.com/v4/letter/b/e274bd/32.png) [@Blaze](https://discourse.cataclysmdda.org/u/Blaze)
#### Post date: [March 21, 2014, 1:11am UTC](https://discourse.cataclysmdda.org/t/ammo-based-vehicle-turrets-still-broken/5524/1 "2014-03-21T01:11:05Z")

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1. Ridiculously inaccurate.
2. Will frequently “fire” but have a range of 1, wasting ammo.
3. Will crash if firing a projectile that can be recollected (bolts/arrows/etc).
4. Don’t seem to factor in the armor piercing value.

When testing an M249 against a zombear.

1. It took 346 .223 bullets to kill.
2. In a full burst of 30 bullets, average 8 rounds will be fired on the target tile, of those 6 will miss. The remaining bullets will scatter uselessly.
3. 20% of the time the bullet will be deflected due to innate armor.

It seems to be an issue with range; at range 4 they were able to consistently hit; but turrets will automatically fire at whatever’s in range and for the M249 that’s pretty significant.

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### Author: ![Blaze](https://avatars.discourse-cdn.com/v4/letter/b/e274bd/32.png) [@Blaze](https://discourse.cataclysmdda.org/u/Blaze)
#### Post date: [June 18, 2014, 9:07pm UTC](https://discourse.cataclysmdda.org/t/ammo-based-vehicle-turrets-still-broken/5524/2 "2014-06-18T21:07:23Z")

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Bumping this because it’s still not fixed.

Edit: It seems that turret accuracy is directly linked to the weapon’s volume. The higher the volume, the more inaccurate the weapon.
