Sky Force Reloaded (2016) Wiki
Advertisement

Laser Turrets are a type of tower enemies that discharge straight beams of laser. Type II and III variations target the player's Plane directly, while type I only aimed at a fixed angle.

Appearance[]

Type I and III Laser Turrets appear mounted on top of a metal tower in a shape of a square with rounded corners, with four base supports on each side of the body. Type II Turrets are mounted on a shorter platform instead.

With the armament, all three types of Laser Turrets are drastically different in appearance:

Type I[]

Being identical to an Energy Blaster Turret, the main armament sits atop the tower, featuring a cylindrical barrel with an orange component inside, the latter protruding slightly at the front and likely serving as the laser's discharge point. A metal strip on each side of the barrel secures it to the base.

Laser Turret I

Type II[]

Resembling the Laser Module on Spinning Retaliation, it features a red slant body, gray discs on either side and a pair of long barrels with blue electric sparks all around and blue glowing tips.

Retaliation Laser II

Type III[]

The armament mainly resembles a real-life wheel positioned vertically, with bright red light and short gray extension on both of its sides. A long red laser pointer beam at the front along with glowing lights during its discharge makes the Turret distinctive, even in dark and foggy environments.

Laser Turret III

Behavior[]

General[]

All types of Laser Turrets are fixed to their base and therefore cannot move. Laser Turrets also have more hit points compared to other turret enemies, and a red health bar appears above the armament when damage is dealt to it, fading away after a few moments of being left intact.

Laser Turrets cannot be collided with; the Plane simply flies past them.

Type I Laser Turrets have a chance to drop Laser power-ups when destroyed, whereas type II and III variations drop Health Restore items.

Armament[]

Each type of Laser Turrets uses a different attack pattern and the frequency of fire increase with higher Difficulty levels. Type I variations only aim at a fixed direction and independent on the Plane's position, while type II and III versions target it instead, enabling them to be distracted by any decoys placed by the Holo Granny Technician.

Unlike most enemies, the damage dealt by all Laser Turrets can be inconsistent and appears to be the same across all Difficulty levels.

The laser only damages the Plane and therefore will harmlessly phasing through other enemies. All laser beams can be absorbed by active Energy Shields, though only the laser from type I and II Turrets can be annihilated by Mega Bombs and Iron Clad's Main Weapon Supercharge, in addition to being slowed by the Slo Mo Chan Technician.

Type I[]

Consistently discharges long laser beam with short cooldown intervals. The beam is made up of countless thin white particles with blue glow and despite dealing negligible damage individually, a whole laser stream can cause heavy damage.

Type I Laser Turrets shooting vertically (Nightmare difficulty)

Type I Laser Turrets shooting horizontally (Nightmare difficulty).

Type I Laser Turrets shooting diagonally (Nightmare difficulty).

Type II[]

Fires a pair of short laser beams at the Plane, halting its own rotation while doing so. It normally fires three times before a reloading period, though often the lasers can fall out of sync and be fired in continuous barrages. The laser used is identical to type I Turrets both in appearance and functionality.

A type II Laser Turret in action (Nightmare difficulty).

Type III[]

Discharges a pair of red laser beams at the Plane's direction after a short delay (signaled by bright red lights and sound), followed by a very short cooldown. Similar to beams fired from Laser Drones, these beams lack travel time and appear all at once at any distance, and deal high continuous damage to the Plane on contact, often destroying it quickly. However, the Turret has limited rotation speed and must halt its own rotation during a discharge.

A type III Laser Turret in action (Nightmare difficulty).

Strategy[]

  • The primary strategy is to stay out of their line of fire, as they can only deal high damage if the player remains stationary.
  • Against type I, Turrets with horizontal and diagonal patterns can be easily dealt with since they do not attack the Plane at the front. Against the ones with downward shooting patterns, utilize the Main Weapon Supercharge to deal burst damage to them during their reload intervals. Otherwise fly the Plane through the gaps between each beam if the Plane lacks sufficient firepower.
  • Against type II, simply evade the laser by moving the Plane slowly, as moving it too much causes the Turret to shoot in many direction in an attempt to hit it, which reduces the available evading space.
  • Against type III Turret:
    • Their long laser pointer betrays their location before they even appear in view. Move the Plane there and prepare the Main Weapon Supercharge ability to destroy them as quickly as possible.
    • During their charging up periods, make quick but short movements to conveniently evade the beams while chipping the Turret down slowly at long range. Moving the Plane too much carry the risk of running into projectiles shot by surrounding defenses.
    • As the Difficulty level increases, the Turret high rate of fire will severely limit its own rotating abilities, combined with the already slower turning speed. This allows the player to evade its laser by circling around it at close range (recommended if it is the only enemy in view).
    • Player can also bait the Turret into shooting at a different direction, then while the Turret is frozen during fire and takes time to recover, they can bring the Plane to close range and deliver high damage with a well-timed Main Weapon Supercharge burst.
  • When playing a Stage with many type I Laser Turrets (Stage 8 or Stage 12), charging many Laser power-ups is not needed as they are often dropped by destroyed Turrets during battle.

Trivia[]

  • Type I and II Laser Turrets uses the similar laser type as some Boss armaments (Spinning Retaliation's 1st phase, Canned Dread's 2nd phase, The Scarlet Heart's 1st phase and Omega's 1st phase) and other enemies such as the Spinning Laser Turrets, type II Heavy Gunships and Laser Spiders, though the last one functions closer to a Flamethrower Turret due to its free aiming ability.
  • The Quattropus Boss uses up to four type III Laser Turret modules during its last phase. Other similar laser beams without travel time are also used by other Bosses such as during The Scarlet Heart's 2nd phase, Omega's 4th phase and Lewiatan's 3rd phase.
  • Unlike other tower enemies, wreckages of type III Laser Turrets are surrounded by red electric sparks instead of the normal blue.
  1. Even Iron Clad is destroyed. Therefore, exact values for each difficulty level is unknown.
  2. Highly estimated. The Plane's health is reduced rapidly by 2 - 4% on contact with the beam, making it hard to calculate the exact damage. In the slowed gameplay on the mobile version, the Plane survives for approximately for 1 second, with was divided by about 10 to get this value.
Advertisement