F.E.A.R.: Extraction PointEdit
The AP-5 Deployable Turret is much like the AT-S Proximity Mine in which the Point Man tosses it in front of him. It can stick to the floor, the walls, or even the ceiling. The device contains a single small automatic turret gun that will lock onto and fire upon any enemies that pass near it. Turrets have decent durability, and can take several hits from enemy fire before being destroyed.
Turrets have a good rate of fire and do decent damage, especially if the player sets up multiple turrets together so that they can concentrate their firepower on assailants. Turrets also serve as a good distraction as they give the enemy something to shoot at other than the Point Man or the Sergeant. As a result, the player can often nail enemy soldiers while they're distracted fighting the turrets. In some cases, if the Point Man is not detected, he can use the turret to draw them out.
While they may seem invincible, turrets don't work well in wide-open areas, as enemies can just snipe them from long range, and their imperfect accuracy causes them to miss more often. They are best set up around corners, behind objects, or in cul-de-sacs. The player should set them up in such a way that they'll ambush any enemies running through an area that requires defending, preferably at a fairly close range to reduce the chances of grenades being thrown at it.
In open areas, the AP-5 is suprisingly effective against REV6 Powered Armor, the AP-5 itself cannot destory the Power Armor alone, but the Power Armor will be less likely to focus on the player, giving him a few moments to attack it. If thrown far enough from the Power Armor, the turret will fire at the Power Armor, and the Power Armor will be struggle to retaliate, because the rocket from the REV6 becomes inaccurate over certain distances, especially against a small target like the AP-5. The player can expect the turret to be active for a few minutes before it finally got blown up. If the players are aggressive enough to lure the REV6's attention back to them, while it still taking fire from the turret; or if the player has powerful weapons like MOD-3, the Power Armor will be knocked out fairly quickly without the AP-5 lost. Do not attempt to use it against the REV8 Leviathan though, due to its superior mobility, firepower and the REV8 is a lot more aggressive than REV6. The turret still can serve as distractions, buying the player about 30 seconds to land easy shots.
Although somewhat uncommon, several stockpiles of deployable turrets lying around can be found throughout the game. Turrets deployed by the player will have a green light, while turrets deployed by enemies have a red light. Also, if the turret is consistantly beeping, it means it has taken damage, if the electrical spikes and smoke are seen, the turret is about to be disabled. Friendly units or friendly fire will not activate the AP-5. The AP-5 is not effective against any Alma's Apparitions, the turret will be either slow to react or not attack at all.
F.E.A.R.: Perseus MandateEdit
In F.E.A.R.: Perseus Mandate, a limit has been set for the number of AP-5 Deployable Turret that can be active at any one time. There can only be three friendly deployable turrets active on a level at once. If the Sergeant tries to lay a fourth turret, the first turret will blow up, keeping the number at three. Unlike AT-S Proximity Mine, it cannot be retrieved, so plant it with caution.
The AP-5 is less dangerous in Perseus Mandate; as two bursts from VES Advanced rifle will take care of one, player might see hostile AP-5 more freqently as its part of the arsenal of Nightcrawler Elite.
If deployed near an active scarecrow nest, the turret will not be able to kill it if the turret cannot aim at the "inside"of the nest; if thrown into the nest, the turret will explode, causing little harm to the scarecrow.