The thing making Corvettes Bad is the Turrets Mate.
As I said before.
An Clipper is far from Harmless.
But if two Equally Pilots Clash. One having a Cobra and one having a Clipper.
The Clipper will lose because he will be Outmaneuvered Fairly Easily.
Ultimately the Difference might not be that Big.
But its a Fact that Viper/Cobra are more Maneuverable than Clipper/Conda
So you wont get Fixed Weapons to Bear with your Clipper unless your Opponent is Significantly Less Skilled than you.
Meanwhile even an Significantly lower Skilled Pilot in a Cobra will bring his Fixed Guns to Bear against an Clipper or Conda.
The Turrets having proper Damage that actually Justifies their Price in Credits and Energy would solve this very Easily.
And would also Allow them to be Played like Corvettes and not like Oversized Fighters.
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Why should I feel Blessed about having Turrets when they are as useful as your useless comments ?![]()
You have obviously never flown a clipper, you just looked at its agility rating of 2 and decided that it is bad. If you had you would not be comparing it to a Conda. Even with A thrusters a Conda does not even begin to compare to a Clipper with C thrusters.
A clipper is comparable to an FAS and FDL and will match the Cobra in a dogfight. So long as you stick to gimballed and not turrets then the Cobra is easy pickings.
Here are the pitch numbers for a Cobra, Clipper, FAS, and FDL
https://forums.frontier.co.uk/showthread.php?t=182465
Cobra 9.17
Clipper 9.5
FAS 9.52
FDL 9.7
If you cant change direction in a Clipper then you just suck at flying. The only weakness of a clipper are the placements of the hardpoints.
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And just for an additional comparison a Conda is at 14.49
"Targeting Computers?"
Great insights all,
I decided to test out deterrent ability of turrets with a Cobra fitted with nothing but Cannons. I've only encountered AI, yet I'm assuming PvP could fail in a big way with using this set-up.
The AI pilots seem to have some that fly or attack a bit differently, while some will stand off, most I have encountered can be closed on and wish to close in on me. I found it easy to jump away, yet for further testing I took every opportunity to remain engaged with them. With some targets, I couldn't get their shields down because they did not stay close, yet with most, I found that I could stay close with as they wished to close with me and therefore I had great success with taking their shields and keeping close for the kill.
Things I did notice of interest was that when my craft was able to remain steady as the Turreted Cannons did their job, they seem to hit their targets more, yet when my craft was maneuvering, the hits seem a great deal less upon the target.
*note; This brings up the thought of the ability to toggle through targets while not facing them when it comes to Turrets... but I don't believe I would use this option if it ever existed because I'm a bit lazy (thus the Turret Combat and my Docking Computer).
*Space Time = "a player who enjoys luxury at a price"*
I was using a sort of "flip flop" style of fighting, having Turret Beam Lasers on one side or the other to "flip flop" the Turret Cobra so the Turret Beams did their job on the shields, then flop to the other side for Turret Cannons to engage the hull. I switched to the "all Turret Cannons" top and bottom meaning to "stand off the enemy" in a Turret Cannon Deterrent roll for bravely jumping away from any engagement while in a Cargo Role of Play.
WWII = The advent of the Flying Turret;
Whether or not force meeting the future changes the playing field, force with any balance of power was in WWII, the same as it is and was in any battles of equal contest throughout history... yet this be a game or not, I use WWII as a standard of the effects of Turrets being the first time they were ever used. The differences are there, glass bubbles vs armored and shielded Turrets. In this way, I feel at odds with the inability to toggle through targets without the need of facing them.... "Possibly a Targeting Computer" as the Docking Computer is now could be an answer for this, yet only effecting the Turret Weapons deployed?... I don't know, but it would seem to fit the special ability of Turrets "real or unreal".
I believe from all this, that the Attack Role of Turrets currently seems right... "They Stink"... The Deterrent Role seems to be about right because they should do a better job "up close"...
But when it comes to (as in WWII Bombers) "a bubble of protective deterrent"... The Turrets have yet to see their day when each or every could become set to a specific range of engagement with toggle or automatic targeting abilities once all enemy ships have been identified by forward search identity (friend or foe).
*Turret Targeting and Range Set Computer?
"A Player of Luxury"
~Space Time~
Ahem m8, turrets, like any other weapon, are just a way to turn energy into damage.
A particularly silly argument made was the one about large turreted bursts doing less damage than small fixed ones. It's very possible that turrets will get much more time on target. Comparing the raw numbers in this case is not appropriate.
I rarely find a need to use turrets, but I currently have them fit on my CIII. Why? To duel CIVs. Turrets allow you to move in a completely different direction than where you are shooting. If a pilot cannot see this as a major tactical advantage (especially against a ship that can corner as hard as a CIV, like the FGS or FDS), it's a deficiency of the pilot.
Someone made the suggestion to the effect of them being unpopular therefore they should be removed. Well that's another stupid suggestion. Very few people mine - should mining be removed?
If a pilot is incapable of using turrets to any effect, that's a problem of the pilot and the circumstance (which is just another facet of pilot problems). This is fine.
Lastly, consider that bigger!=better. The bigger ships can't do what the heavy fighters (VIV, vulture, etc) can and the heavy fighters can't do what the agile fighters (VIII, IE, etc) can. Don't complain when you bring a corvette to do a DBS' job and do it ineffectively.
However, there does need to be more things that big ships are actually good at, other than trading. I think capital ship battles will be the answer.
You have obviously never flown a clipper, you just looked at its agility rating of 2 and decided that it is bad. If you had you would not be comparing it to a Conda. Even with A thrusters a Conda does not even begin to compare to a Clipper with C thrusters.
A clipper is comparable to an FAS and FDL and will match the Cobra in a dogfight. So long as you stick to gimballed and not turrets then the Cobra is easy pickings.
Here are the pitch numbers for a Cobra, Clipper, FAS, and FDL
https://forums.frontier.co.uk/showthread.php?t=182465
Cobra 9.17
Clipper 9.5
FAS 9.52
FDL 9.7
If you cant change direction in a Clipper then you just suck at flying. The only weakness of a clipper are the placements of the hardpoints.
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And just for an additional comparison a Conda is at 14.49
Yep. The Clipper is one nimble ship. No need for turrets on that thing. I use mine mostly for trade but feel it can do just fine with one or two of its weapons on fixed as well. That ship (unlike, say, the Python) actually moves like a large fighter. With boost and FA off it actually gains an advantage from its drift. Quite a lovely and unique ship, that one.
If I was tasked to assess the content of this post in as as few words as possible, I'd say the content of this post is ranDoM capiTal lEtter garbage.Unfortunately Nope.
In this Game all Weapons are Forward Weapon Hardpoints.
As such the Nice Idea of Turrets Firing to the Rear etc is not Hooking as most Hardpoints are Blocked off by your Ships Structure and thus only have an somewhat bigger Arc than Gimballed Weapons.
Only very few Hardpoints actually Allow to Fire to Rear and Sides.
And mate see thats the Problem.
In this Game Bigger Ships DO NOT HAVE an Role.
There is only DBS Jobs.
An Corvette Performing an Corvette Job does not exist because for that it would need to be Given Turrets that actually Work. Not the Crappy Light Show Turrets we got right now.
Normally an Corvette which is Stacked with Turrets to the Brim should be an AA Corvette and should be really Powerful against Fighters. While its Power against Enemy Corvettes should be Weak due to Lack of Heavy Focused Weapons.
Ingame however Turrets Just Lack Completely.
So an Corvette only has the DBS Role in which it of course Sucks against Fighters.
An Anaconda is clearly easier to Kill with an Clipper than with a Cobra because the Clipper basicly Becomes an Super Heavy DB.
But there is no other Job aside from DB in this Game.
And Fighting DB against an smaller more Maneuverable Ship is Bull.
And Mate Damage is Damage.
Turrets do less Damage so they do less Damage. Thats an Hard and Proven Fact. Its got nothing to do with Pilot Skills.
That so hard to Grasp ?
I am familiar with a defensive spiral maneuver in aircraft. It relies on gravity, and that is not going to work in space since gravity has no affect on ship combat in the middle of nowhere. A spiral will not help the Cobra turn quicker. It will just give the Clipper CMDR an opportunity to match the Cobra's pitch rate using FA OFF and shoot him with his Class 3 weapons and that is something the Cobra can not take much of. Only 120 MJ or so of shields before it takes armor damage.
All i really see here is a person who does not like turrets because they do not do what they want them to do. on a ship they spent a lot of money on and are now disappointed in.
Would it be nice if they did more damage? sure.. Would they then be over powered Probably yes.
if you put turrets on the correct places on the correct ships they are very effective.
I know well enough that a turret does a lot less damage than fixed or gimbled. But you dont have to even fire a turret..
i use 2 mc turrets, as i have mentioned they are on the same fire group as my fixed kinetic weapon (frag cannon)
i shoot with my burst lasers untill the shields are gone. then i get in position and fire the frag three times hitting the opponent with all 3. At this point the Mc turrets start following and firing the opponent automatically.
this allows me to keep fire on the opponent even though they have now definatly taken evasive action. Its not much damage, but it adds up. it helps you keep on the offencive. After a while the frag cannon will have reloaded. If the sheild had regenerated whilst it was reloading the Mc turrets would have kept it down to 1 ring or even managed to take them offline again.
could i change the 2 mc turrets to fixed rail guns or cannons and do a lot more damage on my 1st shot??
Sure i could. would it actually work out better in the long run?? for me probably not. and would be MASSIVE over kill for smaller ships. so over all it would be less efficient.
I really dont see how you can claim they are not useful. they are useful.
The low energy draw, high rate of fire, very good tracking (even with chaff launched may i add), high ammo count, automatic fire, and not even needing to see the target. mean that they are a lot more than just "this does 5x more dps if you hit something with it"
you really don't seem to understand that.
then When some one comes in here and says Actually i do use them and i like them, You want to argue with them..
you cant argue with some one saying something is not useful if they do find it useful and you don't.
Im pretty sure i wouldn't find a pace maker useful, but that does not mean they are not useful.
If you argument is "turrets are no good on xxxx ship" then make that your argument.
But if the end result is "turrets should be (enter number here)x more powerfull, so they work better on xxxx ship"
just remember that those of us who have already found a use for them will be chewing through opponents even faster, which will probably make you ask for a Nerf again.
And you cant just say you should not be able to mount any gun to any slot because on xxx ship you cant mount a turret there due to how the ship was designed..
thats just how it is.. Some ships are much harder to use good fixed weapons on than others due to the design. So you just adapt FOR THAT SHIP. you dont ask to buff the bejesus out of the fixed weapons because 1 ship cant really use them that well, or all the ships that can use them well will start handing you your ship back in 5 seconds. And you cant say well in that case i think all fixed weapons should be rear facing only because my ship sux using them.
and you also cant say the ship is pointless because you dont find it effective, I cant stand the t9, dont see any way to make it viable, many people love it though. so i cant say its pontless.
Alright. Let's put you in an FGS, or for kicks an orca, and your opponent will be a courier. Let's see how good your railguns are.1.
So Unless you need over 30 Seconds to get him into Target Again your Turrets are actually useless because just Firing Railguns at him would have Damaged his Shield for more Damage than what your MCs Prevented it from Regenerating.
Says who? You? Don't you think that the largest hard points would have turrets if turrets were meant to be the primary armament for the largest ship?2.
Mate this does not actually change the Argument.
Turrets are Supposed to be the Primary Weapon for Large Ships.
No, it's not. It's replacing those cannons with turret mounted fly swatters and swatting flies. Anyone can look at the numbers (or the game models) and figure this out.Currently having Turrets on your Ship is like Replacing the 10cm Main Artillery of an Patrol Corvette with 7.7mm MGs and then fight Patrol Boats.
Nope actually I am taking that back. Patrol Boats dont have Shields which Prevent Damages as long as they Hold. Thanks to that the MGs would actually still be closer to the 10cm Main Gun than the Turrets in this Game are to an actual Primary Weapon...
Once again we have a clear illustration of how broken your understanding your idea of the game is. Shield regen is 4Mj/sec because twin multicannon regeneration is 4 MJ/sec? What an asinine assumption.They are doing 4 DPS Together. So the Shield apparently has only 4 HP Regen per Second as well.
This is cute, but a dogfight doesn't work like this.An Clipper needs only 6 Seconds for an Full Pitch Rotation.
If you need 20 Seconds to get an Enemy into your Sights again. This would mean that your doing a bit more than 3 Full Rotations before your Finally Catching up to the Enemy.
I'd love to see this in practice. I'd love to see the clipper just sits there and laughs as the CIII bottoms out its distributor trying to dent the SCBs. And when the CIII's chaff runs out, it will pop.They are so Weak that an Clipper using Turrets Facing an Cobra using Fixed Weapons in an Headon Dueal. The Clipper would likely lose despite its Better Hull Armor simply because the Cobra despite having lower Weapon Classes would have an far Higher Damage Output.
Yep. Explorers aren't a thing. Nope, not a thing at all. #brokenunderstandingGet this into your Head.
Right now this Game has 4 Ship Classes.
Fighters
Heavy Fighters
Corvettes
and Transports/Liners
I don't disagree with this.Thanks to that the current "Corvettes" are basicly not really Corvettes but simply Over Heavy Fighters.
Oh? I suggest taking your CIII up against a CIV and see who's the last one there. I'd gladly fly a CIV against your CIII. I'll make another video.The Supposed Balance is Simple
Corvette Kills Fighter
Fighter Kills Heavy Fighter
Heavy Fighter Kills Corvette
Let me fix that last line for you: "I have no idea how to use large ships". This is what it comes down to, and what you refuse to believe. Turrets aren't broken, they escape your comprehension I guess (perhaps you don't understand English?).The Current Balance is actually looking like this.
Fighter Kills Corvette and Heavy Fighter
Heavy Fighter Kills Corvette
Corvette Kills nothing...
Somehow I am wondering if your playing the Clueless Guy on Purpose or if you really just dont know what your Talking about...
Mate an Spiral means you Roll and Pitch at the same Time.
The Clipper has an Very Good Pitch for his Size. But his Roll Rate is very Low.
So the Cobra can simply Spiral Out.
As the Clipper cannot Follow the Cobra in Rolling the Cobra will use its Pitch vs the Clippers Rudder. And the Clipper is Terrible at Turning to the left or right side.
The Corkscrew from Aircraft is basicly the same in terms of the Maneuver but there is an Importand Difference here.
Due to the Gravity this is an Defensive Maneuver for Aircraft which allows you to Escape but does not get you behind the Enemy as you will be Forced to Perform it into an Certain Direction.
In Space thanks to Zero Gravity this means you can simply stay outside the Clippers Pitch Arc and stay behind him.....
Sigh just get a Clipper and do some PvP....
Let me fix that last line for you: "I have no idea how to use large ships". This is what it comes down to, and what you refuse to believe. Turrets aren't broken, they escape your comprehension I guess (perhaps you don't understand English?).
For starters, I don't think turrets should be relied on. This is like me saying I'm going to rely on armor. Yeah, that's gonna be okay sometimes, but it would be superior to rely on both armor and shields most of the time.Since you understand it so well, post a turret build that can kill just as fast as gimballed and is suitable for haz-res and combat zones.
I've been testing out turrets on my Python and so far have found them of very limited use. The best I came up with (that worked somewhat but at a real cost to overall firepower) was to use one large and one medium pulse turrets on the same side (so they're close to each other). It's not wonderful, but it does provide cover fire and damages ships when not in the line of sight. Obviously, this is PVE only and in fact not something I'm sticking to, but it works.Since you understand it so well, post a turret build that can kill just as fast as gimballed and is suitable for haz-res and combat zones.
Oh my god. I felt like I was the only one who recognized this.'An' is used for words that start with vowel sounds, like 'AN srv' or 'AN anaconda.'
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