Know nothing about turrets

With the Clipper incoming next week, it's plain to see it's hard points are going to be predominantly turret based but tbh, I've never used them before. I'm assuming a certain number will need to be laser based for the shields but are MCs going to be the best addition? Not talking specifically for the Clipper as no one has it yet, I'm just looking at it generally.
 
Combat-capable Type-10 owner here. I fitted turrets onto the four Large hardpoints on the top and bottom of my ship. I made the top pair a multi-cannon and a beam laser, and did the same with the bottom pair but in reverse order. My thinking being that both my top and my bottom approach directions (and the sides to a degree) will be covered by weapons that work against both hull and shield.
 
I have ships with all laser turrets, the hull still goes away even if it is a little slower. I have ships with all multi-cannon turrets the shields still go down even if it is a little slower. It depends a lot on the engineering.
If I am building a mixed media ship I will tend to fit one weapon type on turrets and the other on gimbals, usually that would be the ammo based weapons.

The important thing with turrets is to have them set to Target Only, Fixed Forward is a worst of both worlds choice and Fire at Will can either split fire and be less effective or get you in trouble in other ways.

Remember to pause turret fire while in combat rather than changing target or stowing weapons toggle into Analysis Mode the turrets stop firing but keep tracking the target, useful for letting the weapons capacitor to refill on an all beam build.
 
I haven't used turrets on anything in a while because whenever I used them they'd always seem to aggro sys sec if they were about. As soon as I switched to fixed/gimballed on my Cutter, that all stopped.

Might be that there was another solution, but that ended up being easiest for me.
 
To be honest any weapons on this mobile shed will be pointless unless you trick it up for defence.
You can lob military grade armour, heavy shields, turrets and a fighter if you want to take out pirates for extra credits but if your serious about trading ditch the turrets, add extra cargo racks and concentrate the rest on jump range.

Just submit to the NPC, boost and recharge the FSD, its not like you will be mass locked and if your trading in anything but Solo or PG your wasting your time.

O7
 
My favourite "trick", on all my big ships, is to fit a couple of overcharged frag' turrets, with the Drag Munitions XFX, to spank anything I can't keep in front of me.
Works ridiculously well, IMO.

Problem with relying on turrets is that if an attacker uses chaff they'll keep on firing and missing.
If you have laser turrets, that's going to drain the PD and MC turrets will use up their ammo.
I'd mitigate that by using Efficient lasers, which can (basically) fire forever without overheating or draining the PD and I'd use frag' turrets 'cos they only fire at close range and so they're still likely to hit something even if your attacker is using chaff.
Added to which, using the Drag Munitions XFX means the attacker is kind of stuck there, taking more fire from the frag's.

Only other thing to be aware of is that when turrets miss, when an attacker uses chaff, you can end-up hitting other ships and turning them hostile.
Either be ready to stow your weapons or have a no-turret fire-group you can select to disable all your turrets temporarily.

I can see the PC causing people to come up with a bunch of new turret-related tactics. :unsure:
 
The important thing with turrets is to have them set to Target Only, Fixed Forward is a worst of both worlds choice and Fire at Will can either split fire and be less effective or get you in trouble in other ways.

Was going to mention this too... but I couldn't remember what the different fire-modes were called. 😟

I'd suggest having a couple of gimballed weapons (perhaps C1 pulse-lasers with G5 long-range?) just to "tag" an attacker so your turrets (in Target Only mode) know what you want them to shoot at.

If you leave turrets in "Fire at Will" mode, you can find yourself getting attacked by a wing and your turrets will be blasting away at Eagles and Cobras while an FdL is chewing up your armor.
Fit a couple of normal weapons and set your turrets in "Target Only" mode and you can tag the FdL and your turrets will concentrate fire on it, ignoring the smaller ships.
 
Was going to mention this too... but I couldn't remember what the different fire-modes were called. 😟

I'd suggest having a couple of gimballed weapons (perhaps C1 pulse-lasers with G5 long-range?) just to "tag" an attacker so your turrets (in Target Only mode) know what you want them to shoot at.

If you leave turrets in "Fire at Will" mode, you can find yourself getting attacked by a wing and your turrets will be blasting away at Eagles and Cobras while an FdL is chewing up your armor.
Fit a couple of normal weapons and set your turrets in "Target Only" mode and you can tag the FdL and your turrets will concentrate fire on it, ignoring the smaller ships.
You don’t need the “tag” weapons, lock the target and then touch the trigger is all you need.
I tend to wait until I have scanned the target before firing just to be sure it is valid.
You can even select the target and trigger the guns while still in analysis mode and they will start firing as soon as you change modes as long as the target is in arc.
 
To be honest any weapons on this mobile shed will be pointless unless you trick it up for defence.
You can lob military grade armour, heavy shields, turrets and a fighter if you want to take out pirates for extra credits but if your serious about trading ditch the turrets, add extra cargo racks and concentrate the rest on jump range.

Just submit to the NPC, boost and recharge the FSD, its not like you will be mass locked and if your trading in anything but Solo or PG your wasting your time.

O7
Ouch, can you imagine the cost of the reactive bulkheads on that thing?
 
Thanks for all the great info. Kind of intrigued with the frag cannon idea, I think I will give that a go. The rest of the turrets I will keep a fairly standard engineered setup. I will also be using my grossly overpaid crew pilot who soaks up money. Hope she can fit in the cockpit after a couple of years doing nothing.
 
I imagine the whole thing is going to cost a fortune to refit, ive set aside 1billion for it :ROFLMAO:

O7
I'll be scrapping my Cutter so that will help... But I do have 6.5 billion in the bank, so not much to worry about there.

I usually run gimbled on the big ships. On the T-9 and T-10 I usually have long range because it's to hard to keep up with other ships, particularly if you are running a fighter...

The turreted frags sounds interesting though...
 
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