So, anyone knows how to use turreted dumbfire missiles?Turreted rack for dumbfire missiles? Is that wise?
So, anyone knows how to use turreted dumbfire missiles?Turreted rack for dumbfire missiles? Is that wise?
Its for multicrew. The turrets only function as turrets when a crewmate fills the gunner role and the turreted weapons are assigned to them. Its terrible design as you're giving up 4 Experimental weapons (from the crewmate's ship) in exchange for a damage penalty on the turreted weapons.So, anyone knows how to use turreted dumbfire missiles?
Is that different for the enhanced ones? IIRC the standard turreted dumbfires do shoot when on target only mode.Its for multicrew. The turrets only function as turrets when a crewmate fills the gunner role and the turreted weapons are assigned to them. Its terrible design as you're giving up 4 Experimental weapons (from the crewmate's ship) in exchange for a damage penalty on the turreted weapons.
not! the turrets correct function, test it ! i have kill many Orthrus with turrets missileIts for multicrew. The turrets only function as turrets when a crewmate fills the gunner role and the turreted weapons are assigned to them. Its terrible design as you're giving up 4 Experimental weapons (from the crewmate's ship) in exchange for a damage penalty on the turreted weapons.
not! the turrets correct function, test it ! i have kill many Orthrus with turrets missile
Is that different for the enhanced ones? IIRC the standard turreted dumbfires do shoot when on target only mode.
I believe they can fire in a pseudo-gimballed fashion, similar to the turreted ax multicannons, even with no gunner active. They just need to be on Target Only, not Fire At Will(or whatever it's called).They "work" outside of multicrew as standard dumb-fires with a damage penalty (e.g. 50 for the turreted vs. 64 for the "fixed"). The problem is why would you ever use the turreted version? 22% loss of damage all the time so that your multicrew member can play gunner? In the event your multicrew doesn't have his own ship, any of the AX fighters plus equipping the standard non-turreted AX weapons would be a better choice. If he does have his own ship, then obviously that would be the far better option. And that's the problem. The Turreted AX weapons (excluding the MCs) don't have a place in the game. Strip the 4X limit and there are 6 ships that could mount the additional AX weapons for multicrew/teams. A two man multicrew is still at something like a 10% penalty in raw DPS to two wingmates, but at least we're not talking about the current roughly 60% penalty (e.g. loss of one entire ship's firepower plus loss of roughly 20% of the other ship's firepower due to the turret penalty).
As for unbalancing existing AX combat: without the extra pips from multicrew all of the six ships will struggle to feed the extra AX Guns, and all of the AX Turreted weapons have some serious flaws with respect to Interceptor combat.
That’s interesting and worth testingI believe they can fire in a pseudo-gimballed fashion, similar to the turreted ax multicannons, even with no gunner active. They just need to be on Target Only, not Fire At Will(or whatever it's called).
Hmmm... The problem might be, if you set turrets on "Target only" and press the fire button, the guns start to fire and won't stop until either the target is destroyed, the turrets lose their line of sight/fire or the target is switched. This behaviour might be not soo good for a weapon with a rather small ammo capacity ?I believe they can fire in a pseudo-gimballed fashion, similar to the turreted ax multicannons, even with no gunner active. They just need to be on Target Only, not Fire At Will(or whatever it's called).
Is the ammo supply that much worse than an ordinary multicannon?Hmmm... The problem might be, if you set turrets on "Target only" and press the fire button, the guns start to fire and won't stop until either the target is destroyed, the turrets lose their line of sight/fire or the target is switched. This behaviour might be not soo good for a weapon with a rather small ammo capacity ?![]()
Looks like they [Enhanced Turreted AX Missiles] work as Fire at Will and Target Only. Killed some pirates with 'em: Lots o' fun.I believe they can fire in a pseudo-gimballed fashion, similar to the turreted ax multicannons, even with no gunner active. They just need to be on Target Only, not Fire At Will(or whatever it's called).
Well... that was embarrassing. (not youI got these and gave them a go - the tracking on these is absolutely bugged:
Source: https://youtu.be/r9D38ZtWwxI
They appear to be using the shot speed of the standard variant when leading targets, thus missing practically every time unless you stuff them into the face of your target.
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Edit: Also, apparently I can now break time by posting 51 minutes before actually posting:
View attachment 337650
Man I have to stop breaking all the things...
I'm not entirely sure... This might be a simple Copy->Paste mistake when updating the tracking for the turrets. Apparently there's also an issue with Synthesis for these, so something went very wrong here.This got me thinking, how come it worked for EAXMCs when it's the same upgrade?
IIRC, all projectiles fired from a moving ship inherit the ship's velocity; the aiming pip accounts for this when calculating the impact point.Dumbfires and FA-Off dont really mix well since at launch they inherit (at least for the first 2-3 seconds) the velocity/vector of the launching ship.
Even when flying directly at a Cyclops or keeping it stationary in my view, these turrets will not hit their target, regardless of Flight Assist status.Which makes them good for FA-On head-on passes, but not so much for FA-Off orbit/drifting. Also i seem to remember the reticle having trouble following complicated maneuvers.
But for FA-On they do work as a charm (no experience with ax missiles here, what i'm rambling on is about the normal dumbfires which i've used quite a lot in kill pirate lords missions)