turrets any one?

One thing I noticed about turrets was that when I put them to fire at will while mining, pirate ships attacking me no longer turned red. So my turrets didn't fire back. This didn't happen 100% of the time, but 1 out of 3 I had to manually target, then scan to reveal the wanted before I could shoot them...
 
Glad you liked it :)

Just to clarify here, Turrets being used in Target Only can still cause crimes, but are generally pretty good about not hitting the wrong target (they will stop firing if blocked, and there's friendly fire thresholds to cover *most* accidents though it can still go wrong). Turrets in Fire At Will can no longer cause crimes in any circumstance as the shots are not under your control, but will also not fire at any target except those that are legal or which you've already committed an assault against manually - I can't remember when those changes went public exactly but it was either 1.3 or one of its subsequent point releases.

Just before anyone tries to break it, no switching your turret mode while a bullet is in flight doesn't let you sidestep the rules!




I'm curious, what is your reasoning for this (not challenging - just gauging if it's something worth tweaking, I've seen several opinions).

For me the kinetic weapon turrets just blow through ammo too fast. Especially since at least the MCs tend to miss quite a bit. So about 5-10 minutes into a CZ and you're already out of ammo.
 
For me the kinetic weapon turrets just blow through ammo too fast. Especially since at least the MCs tend to miss quite a bit. So about 5-10 minutes into a CZ and you're already out of ammo.

This has been a pretty valid concern for me when it comes to turreted kinetics. I suppose fire group management would do it. Really I just can't wait to let a co pilot operate guns for me.
 
Glad you liked it :)

Just to clarify here, Turrets being used in Target Only can still cause crimes, but are generally pretty good about not hitting the wrong target (they will stop firing if blocked, and there's friendly fire thresholds to cover *most* accidents though it can still go wrong). Turrets in Fire At Will can no longer cause crimes in any circumstance as the shots are not under your control, but will also not fire at any target except those that are legal or which you've already committed an assault against manually - I can't remember when those changes went public exactly but it was either 1.3 or one of its subsequent point releases.

Just before anyone tries to break it, no switching your turret mode while a bullet is in flight doesn't let you sidestep the rules!


I use 'Target Only' mode and never have had problems with them.
Well, I had once, but that was my own fault and it would have happened with a non-turreted weapon too.
I have been using two d3 beams for several weeks now and they are very useful on a lumbering Python and in my experience they are safe to use now, even in Warzones with lots of ships buzzing around you.

I believe the changes went public in 1.3.

I have a question: Would it be possible to make it so that you can stop turrets firing by pressing the same button again?
Currently I am forced to unlock the target.
 
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I use turrets on both Python and Anaconda right now. It is lovely for handling Eagles and such small creatures that I can't out turn. You can see my detailed setups in the sig, but on Python I run 3*C3 Gimbaled pulse lasers and 2*C2 Turreted beam lasers. I play only PvE with this setup of course.

I've been running this exact setup for a long time and it works perfectly. To spice it up a bit (and finally having bought the larges power plant) I now switched to 2 large pulse turrets topside, the rest is gimballed beams, works really well too, only occasional heat problems.
 
I use 'Target Only' mode and never have had problems with them.
Well, I had once, but that was my own fault and it would have happened with a non-turreted weapon too.
I have been using two d3 beams for several weeks now and they are very useful on a lumbering Python and in my experience they are safe to use now, even in Warzones with lots of ships buzzing around you.

I believe the changes went public in 1.3.

I have a question: Would it be possible to make it so that you can stop turrets firing by pressing the same button again?
Currently I am forced to unlock the target.

I have only drones in one fire group. I expect this to work with anything that is not the turrets ;)

So just switch to a fire group that doesn't have the turrets in, and they'll stop firing. Even if you cycle trough really fast. Eg. I have 3 groups, pressing the cycle button 3 times gets me back where I was, with the turrets off.
 
I have only drones in one fire group. I expect this to work with anything that is not the turrets ;)

So just switch to a fire group that doesn't have the turrets in, and they'll stop firing. Even if you cycle trough really fast. Eg. I have 3 groups, pressing the cycle button 3 times gets me back where I was, with the turrets off.


Yes I used that solution too, but I think my suggestion would be a bit more practical.
 
... Kinetic weapon turrets on the other hand are useless.
I'm curious, what is your reasoning for this (not challenging - just gauging if it's something worth tweaking, I've seen several opinions).
My issue with projectile turrets is kinda a symptom of the current implementation. Because turret inaccuracy comes from their target direction moving around instead of comming from them having a hard time getting on target in the first place, turrets have a very bad understanding of when they're actually aimed "correctly". They might be dead "on target", but since that "target" isn't necessarily anywhere near the ship / subsystem you have selected, turrets fire a lot of shot that have no chance of actually hitting. In addition to that, they're pretty caviler with attacking at ranges that are far too long to expect to be effective at with projectiles. With lasers, especially energy-efficient pulse lasers, this isn't really a big deal. With limited-ammunition projectile weapons (that cost cr to refill), these blatantly bad shots are felt a lot more. Your ammunition stores run out a lot faster, and you end up literally paying for the turret's carelessness.

With a turret implementation that gets its inaccuracy from the turrets having a hard time getting to the target (instead of just having unreliable target information), the turret can "know" when it's off target, and hold its fire until it think it will actually hit. The more conservative firing will make ammunition go a lot further, and be less frustrating to rearm. Hint hint, nudge nudge, ;);)
 
I tryed a large cannon turret today... it didnt go well.. I hit nothing but space untill 200m and even then... not all the time. The projectil speed along with the turret aim inconsistency means 1 in 5 shots hit at close range when beams would be melting them away.

I think frag cannons would be good but they have way too low ammo to be firing all the time. Or ever lol. But they would not miss at least.

I like that the turret aim os more constant and less wavey aroundy than gimbals with there constant circular motion. So the connons would hit better once you got a lock but they just arnt acurate enough
 
Been trying several ships with turrets and all with positive results although some more positive than others,

So far I've tried 4 m-cannon turrets on the Asp with two gimballed pulse to strip the shields, as all weapons only fire on the target occasionally the power issues are manageable.
Two small pulse turrets on the Viper with two medium gimballed pulse, as both sets of weapons only fire on the target occasionally the power issues are manageable.
Two small pulse turrets on the Cobra with two medium gimballed pulse as both sets of weapons only fire on the target occasionally the power issues are manageable.

The Asp is configured as an armed trader and the turrets are great for engaging Eagles/Sideys and the like small agile ships the Asp would struggle to turn with.
Used the Viper at a CZ the turrets are still hitting the target even during evasive maneuvers (and boy do you need to be evasive at CZ's!) the turrets really compensate for the Vipers lower agility.
The Cobra essentially has the same weapon fit as the Viper but it just doesn't appear to work as well although some of this is down to a lower spec build (sub 1 mil) the Viper is nearly 2 mil,

They're vastly better than the early instawanted version ;) and a really useful addition to the weapon range especially with the improved SJA Minions/NPC's :)
 
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