PTZ CCTV Camera
Statistics
Crafting recipe
1
150 Research & tech tree
To craft the PTZ CCTV Camera you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
30 Scrap
Blueprint
30
Node
30 Scrap
Unlocked
360 Repair when placed
A damaged PTZ CCTV Camera can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×75
×1.5 Repair
Worn PTZ CCTV Camera can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×31
×2 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×75
50%
×90
60%
×112
75%
50%
×60
40%
Rocket ×1275—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
Satchel Charge ×29520%
960
1,440
160
80
High Velocity Rocket ×445—
800
1,200
80
8
40mm HE Grenade ×535—
425
600
25
50
8
5
Beancan Grenade ×82015%
960
1,440
160
Explosive 5.56 Rifle Ammo ×1213—
300
360
60
Homing Missile ×1312—
1,300
1,950
585
39
Survey Charge ×198—
1,140
1,710
190
380
95 From full health (150 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.
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PTZ CCTV Camera
Statistics
Crafting recipe
1
150 Research & tech tree
To craft the PTZ CCTV Camera you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
40 Scrap
Blueprint
40
Node
1 Blueprint Fragment
Unlocked
15 Repair when placed
A damaged PTZ CCTV Camera can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×75
×1.5 Repair
Worn PTZ CCTV Camera can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×31
×2 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×75
50%
×90
60%
×112
75%
50%
×60
40%
Rocket ×1275—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
Satchel Charge ×29520%
960
1,440
160
80
High Velocity Rocket ×445—
800
1,200
80
8
40mm HE Grenade ×535—
425
600
25
50
8
5
Beancan Grenade ×82015%
960
1,440
160
Explosive 5.56 Rifle Ammo ×1213—
300
360
60
Homing Missile ×1312—
1,300
1,950
585
39
Survey Charge ×198—
1,140
1,710
190
380
95 From full health (150 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.