Reduces the cooldown for your Scorpio Turret.
Cooldown reduction +(20...100)%
|Cooldown Reduction (%)||0||20||40||60||80||100||120||140||160||180|
Max Cooldown (sec)
Min Cooldown (sec)
Ranks beyond 5 may be acquired through the use of class mods.
The cooldown values listed are the number of seconds between the start of one activation and the start of the next. The maximum cooldown values are when the Scorpio Turret survives all 20 seconds of its lifetime; the minimum cooldown values are when the Scorpio Turret is destroyed immediately after activation.
To deploy the Scorpio Turret, it requires 100 points to be charged. When deploying the Scorpio Turret, this point count will drop to 0, and will not be re-deployable until it reaches 100 again. The recharge rate is 0 pts/s when the turret is deployed (this lasts 20 seconds by default) and 1 pt/s when not deployed.
Each level of Deploy adds 0.2 to both these recharge rates, meaning it will allow the Scorpio Turret to cooldown even while deployed (though slower than when the turret is deactivated).
Example: At level 5, the Scorpio Turret will cooldown 1 pt/s while deployed. When the Scorpio Turret deactivates after 20 seconds, it will have charged 20 points. By then, there are only 80 points left, which will regenerate at 2 pts/s, which equals 40 seconds, making the total cooldown of the Scorpio Turret 60 seconds.
- A combined 5 points in both Deploy and Refire is usually enough to deploy a Scorpio Turret at the start of every fight and, during heavy firefights, deploy a second turret.
- The charts below are based on having 5 points in Deploy & Refire and assume that a player is able to actually shoot somebody on the very first second you deploy the turret and is able to continuously shoot targets every 3 seconds after that.