Turret Nerfs are Overdoing it Guys.

I'm gonna assume he didn't read my previous post.
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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.
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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?
As many people have pointed out, your understanding of the situation is flawed.
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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.
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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.
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This is cute, but a dogfight doesn't work like this.
Firstly, a clipper needs more like nine or ten seconds or so for a full rotation. I'm assuming you're talking about the blue zone and not a boosted FAOff maneuver. A boosted FAOff maneuver will typically either put you way out of position or give the enemy a free ten seconds of time on target, not practical for a dogfight in the traditional sense.
However, a clipper slides. This is like free FAOff blue zone time without the hassle of managing speed.
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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.
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Yep. Explorers aren't a thing. Nope, not a thing at all. #brokenunderstanding
What's your definition of corvette this time?
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I don't disagree with this.
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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.
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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?).


Were you Planning on doing any Arguments or Explanations to this. Or were you just in the Mood to come in and say Nope before Hightailing it ?

Also mate.

1.
Mate
Its nice how you Cut out the Importand Parts *gg*
Then let me ask you Anew.

Which part do you want to Admit.
That Turrets are Weaker than Fixed Mounts.
Or that Large Ships are too unmaneuverable to use non Turreted Guns ? :)

See I said Turrets are meant as Primary Weapons because Large Ships have Trouble Maneuvering with Small Fighters and get Guns on Target.
And the First Counter I got from you guys. Was no theyre not they are Agile enough to use normal Weapons.


That was an Catch Question Mate.

If you say I am wrong about the Fixed/Gimballed Guns being far Better at Swatting Flies than the Turrets. You are Admitting that Large Ships dont have the Mobility to Keep those Guns on Target which means your also admitting that Turrets are Supposed to be Primary Weapons for those Ships which they are Clearly to Weak For.
If you say I am wrong about them being Primary Weapons you automaticly also need to say that Large Ships are able to keep Guns on Target with Gimballed/Fixed Mounts *gg*

Thats why I said he is Cornering himself there.
No matter which way you Turn it. I.ll be Right in the End.

Because if we Agree that Turrets are only meant to Swat Flies as you say. And thus my Large Ship is Able to have Guns on Target anyways. Turrets become Useless because from the Start my normal Guns will do way more Damage anyways.
If however we Agree that Large Ships need Turrets because they cannot get their Guns on Target properly we also Agree that Turrets are meant as Primary Weapons and are far too Weak for that Currently.


2.
If you didnt notice.
Thats the Problem I am complaining about.
In this Game the Turrets are basicly Useless.
Everything has been Castrated to make it Fighter only.
That includes that Turrets are also not available for Huge Hardpoints.

Which is pretty stupid.
In Reality an Corvette had 1 Large Gun Turret in Front Mount to Deal with Enemy Warships.
Thats why I said that in this Game there is actually no Corvettes.

We have Fighters, Heavy Fighters and Over Heavy Fighters...
Ah and well Transport Ships which have no Combat Capacity to begin with. But thats Fine their Value is not Combat after all.


3.
Except that Flies dont Exist in this Game.
Thanks to the Shield System. An Large Ship has Hardly any Better Shields than an Fighter.
An Cobra has (if we are very very Generous and assume the Clipper kept Light Equipment not increasing its Tonnage too much) 30% less Shield Power than the Clipper.
But Despite its Weaponry being an Entire Class Lower. The Cobra still has 200% Damage Power if its using Fixed and the Clipper is using Turret Weapons.

I posted an Video on this Earlier actually.
Towards the End the Cobra does exactly this Headoin. Both are just Firing at each other. And when Clippers Shields Fall the Cobra is still 50% Shields.


4.
Read my Post Mate.
I said the Values are only Random because they dont Matter.

The Shield Generation can be 10 or 1 per Second.
The Value is the same for both Examples so there was no need to use an Correct Value.

In this Case we simply assumed that his MCs are really perfectly keeping the Shield Regeneration at Check.
If the Shield Regenerates faster the MCs wont Stop it from Regenerating.
At the same Time if its Slower and the MCs will cause additional Damage it would also Regenerate Less before the next Attack.

How you turn it does not matter at all.
Because no matter what you Do.
Unless your need more than 20 Seconds to get the Enemy into your Sights again you will be Better off just using Railguns.

ONE SINGLE HIT from a Class 2 Rail Gun
Means 20 Seconds of Constant Hits by an Class 2 MC Turret

That was the Point Mate.
I could actually be mean here and Point out that the Turret is unlikely to really hit more than 30% when the Enemy is Strafing him. But I didnt want to Embarass him and say that it only works if he Needs about 1 Full Minute to get the Enemy into Sight again.


5.
You really dont see the Catch there do you ?
I used the absolute Top Maneuverability Ratio given to me by them Mate.
I didnt check this Value myself.
They said an Cobra needs 5.15 and an Clipper 5.6 so I went with that Value.
I know very well that an Dogfight works Different and that an Clipper is way less Maneuverable especially when Facing something like a Cobra.

But from the Start I wanted you to say. Nope the Clipper is not Maneuverable enough to Keep Guns on Target thats why he Needs Turrets.
Because that again says Turrets are Main Weapons for which they are Clearly too Weak.


6.
Actually I got a Video of it Posted in this Topic.
But I said that above already right.


7.
An Explorer is less of an Ship Class and more of an Ship Configuration.
Any Ship can be Equipped with Fuel Tanks and Exploration Equipment which will of course hinder its Combat Abilitys.
Even an Transport Can be Equipped as an Explorer. (An Type 6 actually makes an Incredible Explorer thanks to its Big Jump Range and Large Internal Module Space)

The few Ships which are called Explorer are after all Sub Variants of other Ships that are Remodeled to better fit the Explorer Role.
An ASP Explorer is an Refit Transport (and actually an Nice Choice for Solo Play Transport as it got an Nice Cargo Hold and still can Deal with NPC Attacks)


For your Info.
An Corvette is the Smallest Vessel which is called a Warship.
Smaller Vessels are Called Combat Boats or Combat Crafts

Military Navy Vessels Sorted by Size

//Combat Vessels
Attack Boat/Assault Boat
Patrol Boat/Gun Boat
Torpedo Boat
Submarine (Yes an Submarine is actually Considered a Boat rather than a Ship albeit by Modern Day there is actually some Submarines which are really Big, have a Vice Captain and count as Warships rather than Boats)

// Warships
Corvette *** Notice something ? Its in a Different Category.
Frigate
Destroyer
Light Cruiser/Escort Cruiser
Heavy Cruiser/Panzerschiff/Ship of the Line
Battlecruiser/Fast Battleship/Battleship


The Main Different between these Categorys by the Way is the Way they Fight which is also because of their Guns.
Boats mostly got Frontal Weaponry. This Frontal Weaponry is usually Mounted with Limited Firing Arcs to Front.
Now Fixed Weaponry hardly Exists on Boats.
But the way their Firing Arc is Limited to the Front is very Similar to Gimballed Weapons (Attack Boat Guns for example often have less than 180 Degree to the Front)

But when it goes over to Warships.
Even the Corvette is using Turrets.
Usually one Big Turret with an 250-270 Degree Arc


8.
Ehm Mate.
CIII and CIV are the same Class.
Both are Small Sized Vessels and both are basicly Fighters.

If an Heavy Fighter like an Federal Gunship or an Python would Outgun me Front to Front because he is using Fixed/Gimballed Weapons and I am uisng Turrets.
That would not be an Problem.
Because they are Heavy Enough that an Corvette will get Guns on them. And to begin with they are supposed to be Strong against Corvettes so it makes sense that they have High Frontal Damage Output.

But and thats the Problem
In this Game even an Small Vessel. An Fighter like the Cobra is Capable of Outgunning an Corvette unless the Corvette is using Fixed/Gimballed Weapons which however wont get much time on Target
And that should seriously not happen.


For your Info.
The Base Category I am Putting is the Size of the Ship.

Small = Fighter
Medium = Heavy Fighter
Large = Corvette

There are of Course Exceptions.
Transports for example come in all Three Sizes.
The ASP Explorer for example is Medium Size but is more of an Refit Transport than an Fighter
An Clipper for example is Large Pad Size but its somehow more in between a Corvette and an Heavy Fighter as it lacks the Heavy Weaponry of an Corvette but also has way more Mobility than other Corvettes.
Maybe an Super Heavy Fighter.
Feel Free to name your Exceptions. Its not like things are Placed in Stone. I am only going by these so People know what I am talking about.


9.
Mate no Offense.
But you can Shove your Taunts right up your Rear where they came From.
Ah actually take that as Offense if you want *gg*

Right now. In this very Game.
The Turret has absolutely no Role.
Anything it does can be done better by other Weapons.
And the Few Ships where an Turret is doing an Better Job than other Weapons. Are the ones hardly anyone is using in PvP because they are completely underpowered.

Its these Ships Existence which by the way is constantly Denied by others in this Topic.
Claiming Turrets dont need to be more Powerful because every Ship is able to get Frontal Weapons to Bear.


And Mate.
Given you still dont realize what little Game I am playing here.


I.ll Ask you Straight as well.


Are you saying
A.
That Turrets are more useful than Fixed/Gimballed Weapons because Large Ships are getting their Frontal Guns on Target so Seldomly that despite doing only 30% of the Damage the Turrets are Actually doing more Damage than other Guns for that Ship ?
In that Case I am staying with my Opinion that Turrets need to be Stronger because its Idiotic that an Corvette has Less Gunpower than an Fighter.

B.
That Turrets are Useless because Large Ships get enough Time on Target with their Frontal Guns thus making the Low Damage Turrets Irrelevant.

No matter which way you Go.
It always Results in me Being Right about Turrets being too weak and needing an Heavy Buff if they are to be used.
 
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.
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Besides, the issue the OP has is with turret changes making large ships worse. This is absolutely not the case. Personally I think that FD is trying to push large ships out normal everyday. I expect they are meant to be footholds for wings. I see large ships in the same light as say, the orca. The content hasn't quite caught up yet.



So basicly after that massive Post saying that I am only Considering Turrets usless because I cannot use them
You stand there and say nope actually Turrets are Useless and should not be reliad upon... Great Thanks lol....


And well yes.
Thats exactly what I have been saying for a While now.


An Corvette is usually supposed to Fit one of Two Roles.

1.
As Center of an Wing with Heavy Weaponry.
That means its nearly helpless against Smaller Crafts because it has Concentrated Heavy Armament to Deal with an Specific Slower Enemy.
An Good Example for that is the Corvettes used as Convoy Escorts in WW2 which had an minimum of other Armaments to make Space for Waterbombs and Hedgehogs but leaving them Vulnearble to attacks by other Crafts which it could not really Hit with those Weapons.
But right now this Role is useless in the Game.
Because there is no Enemy Ship which is Well enough Protected to Fend off Heavy Fighters in the First Place. Making Corvettes entirely useless here because they just end up Easier to Hit Targets.

2.
Is the Escort Role of Protecting its Fighters and Heavy Fighters from enemy Fighters by using Flak Defenses.
An Good example being Corvettes used as Destroyer Escorts for Coast Patrol Dutys. They had alot of 20mm Guns and other stuff that was Able to Easily Deal with Enemy Boats and Aircraft. But had hardly any Firepower when Faced with an Enemy Corvette or Frigate.
This sort of Ship ingame would mean its Vulnearble to Heavy Fighters and needs Fighters to Defend it from Heavy Fighters.
But it would also mean its able to take down several Enemy Fighters alone.

This however is currently not Possible because Turrets are simply too weak as to deal with Fighters much less with several.
So it ends up being an Easy Target for Heavy Fighters and is not much Help in an Wing because its not taking care of Smaller Enemy Fighters either.
Not to mention this way its not even useful against an Enemy Corvette.


Thats why right now Corvettes are Only and Exclusively Usable against Enemy Corvettes.
But that again is not needed because Enemy Corvettes can be Taken down by Heavy Fighters and even by Fighters anyways.....



Welcome to my Problem
 
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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.
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Besides, the issue the OP has is with turret changes making large ships worse. This is absolutely not the case. Personally I think that FD is trying to push large ships out normal everyday. I expect they are meant to be footholds for wings. I see large ships in the same light as say, the orca. The content hasn't quite caught up yet.

Turrets are obviously not useful on small agile craft. That leaves just the large combat ships as platforms for turret use. The problem is that currently the games forces a corvette or Conda pilot to dog fight other ships, similar as if he were piloting an eagle. That should not be the case. That is like forcing someone to drive an 18 wheeler the same way they would drive a formula 1 car.
It should be
light fighter / fighter = agile enough to stay on your 6 as long as he wants and fire fixed weapons
slow warship = big guns that can hurt big ships, have a decent firing arc, and enough of them to have firing solutions on target most of the time. Just because a target is not directly in front should not prevent such a ship from firing.

This is currently not the case. I suspect that all the "eagle should be able to destroy a Conda" whining is partially to blame.
 
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Turrets are obviously not useful on small agile craft. That leaves just the large combat ships as platforms for turret use. The problem is that currently the games forces a corvette or Conda pilot to dog fight other ships, similar as if he were piloting an eagle. That should not be the case. That is like forcing someone to drive an 18 wheeler the same way they would drive a formula 1 car.
It should be
light fighter / fighter = agile enough to stay on your 6 as long as he wants and fire fixed weapons
slow warship = big guns that can hurt big ships, have a decent firing arc, and enough of them to have firing solutions on target most of the time. Just because a target is not directly in front should not prevent such a ship from firing.

This is currently not the case. I suspect that all the "eagle should be able to destroy a Conda" whining is partially to blame.

All relevant points. I guess the key point is whether you think say a Vulture should be able to take out an Anaconda solo. I get the point of a large ship being overwhelmed by a group of smaller ones. The problem right now is that for anything but trading, just what is the point in say an Anaconda or Vette when they're basically prey for a decent fighter. For me, the balance doesn't feel quite right.

For example, I'm presently piloting a FAS as one of my ships. It's probably 1/10th of the cost of an Anaconda that's fully outfitted, but could probably take one solo.
If the "goal" is to make big ships reliant on smaller ships for protection, then I get that, but right now, the game doesn't support it. Sure, when a large ship will have the capability to deploy it's own defensive fighters, then maybe, but right now...maybe not.
 
Turrets are obviously not useful on small agile craft. That leaves just the large combat ships as platforms for turret use. The problem is that currently the games forces a corvette or Conda pilot to dog fight other ships, similar as if he were piloting an eagle. That should not be the case. That is like forcing someone to drive an 18 wheeler the same way they would drive a formula 1 car.
It should be
light fighter / fighter = agile enough to stay on your 6 as long as he wants and fire fixed weapons
slow warship = big guns that can hurt big ships, have a decent firing arc, and enough of them to have firing solutions on target most of the time. Just because a target is not directly in front should not prevent such a ship from firing.

This is currently not the case. I suspect that all the "eagle should be able to destroy a Conda" whining is partially to blame.


Just 2 things.

1.
An Corvette is the Smallest Category of Warships.
Its not an Big Warship.
Big Warships start at the Heavy Cruiser Category.

2.
Actually nope.
An Corvette is not an Capital Ship.
Its not supposed to Fight Bigger Ships.
An Corvette belongs to the Escort Ships and its Duty is to keep Aircraft and Smaller Vessels away from the Capital Ships.

As such Corvettes were usually only Equipped with a Single Heavy Gun Turret on the Front of the Ship.
While the remaining Armament was usually for Fighting Smaller Vessels like Gun Boats and Torpedo Boats as well as Aircraft.


And just so you know.
Corvettes were very Effective at this.
Because they were even smaller and faster than Frigates and Destroyers. They were harder to Hit for Bombers and Torpedo Boats as well as Submarines.
And the Small Calibre Autocannon were much more Dangerous to Aircraft and Boats than the slow Artillery of Destroyers.


But well thats just Speaking Traditionally.
Ingame I think that just like an Fighter can use Anti Fighter Weaponry or use Heavy Weaponry.
An Corvette should also have Viable Weapons for both. Anti Aircraft Escort Duty and Heavy Attack Duty. :p

I would not Limit it only to Heavy Attack Duty tough.
Especially because in this Game it makes no Sense.

Apparently we wont really get Bigger Ships than Corvettes anyways.
(And honestly unless they really give out some Better Turrets it would be entirely meaningless to give out Bigger Ships anyways....)

So making the Corvette into an Ship only usable against other Corvettes aint going anywhere.



The Joke is.
The Numbers are pretty much Traditional.

Corvettes in Reality had similar Weapon Sizes as Ingame.
An Corvette usually had
1 Big Front Weapon (usually an 100mm or 120mm Turret) Which is Presented by Class 4 Hardpoint. Albeit we dont have Turrets......
1-3 Duty Weapons (usually Anti Submarine Weapons like Hedgehogs or Depth Charges as the main Threat in that time was Submarines. But also Torpedoes in some cases) Which is Presented by the Large Hardpoints
2-6 Secondary Weapons (usually 40mm, 37mm and 20mm Autocannons which were used against Aircraft and Gunboats) Currently Represented by Medium and Small Hardpoints.

In that Regard its actually following things pretty nicely.
The thing is that the Weapons for smaller Crafts are much overdone in this Game.
Gunboats etc which would be the Counterpiece to the Ingame Medium Vessels. Did usually not have so much Weaponry.
Neither had Fighter Bombers which is likely the best Counterpiece for Small Vessels :p

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All relevant points. I guess the key point is whether you think say a Vulture should be able to take out an Anaconda solo. I get the point of a large ship being overwhelmed by a group of smaller ones. The problem right now is that for anything but trading, just what is the point in say an Anaconda or Vette when they're basically prey for a decent fighter. For me, the balance doesn't feel quite right.

For example, I'm presently piloting a FAS as one of my ships. It's probably 1/10th of the cost of an Anaconda that's fully outfitted, but could probably take one solo.
If the "goal" is to make big ships reliant on smaller ships for protection, then I get that, but right now, the game doesn't support it. Sure, when a large ship will have the capability to deploy it's own defensive fighters, then maybe, but right now...maybe not.


There is an Reason why in PvP most People use Fighters and not Corvettes.
The Anaconda is actually somewhat well off here. Because its at least having an very good Number of Guns.
So albeit its Damage Output with Turrets can at least Equal the Front Weapons of Small Vessels like Cobras.....
But even so its a Fact that Anacondas are often Killed by Fighters like the Cobra.
With that Size and the current Turrets which are Laughable at best. An Cobra which is Equipped with Rail Guns will laugh at an Anaconda while ripping it apart.
 
This is a silly thing to say. That's like saying the docking computer is not useful on small agile craft.

It might be to you or I, but there's enough people that use a docking computer on smaller craft call it useful.

I cant believe you would seriously argue this point. What small ship in a combat loadout is best served by a turret rather than a gimballed weapon? I honestly can not think of one.

And the docking computer is a joke as it takes up a valuable internal slot. The last time I used it on a small ship I just purchased a cobra and wanted to see what the docking computer did. The next time I used it I owned a Conda. Most pilots will not hang on to their docking computers for long. They will replace them when they develop better skills.
 
an fsg,,
a res

Fsg is a vowel sound
Eff Ess Gee

Res is not a vowel sound. Rrrrr
You're using two different ways of interpreting the acronym.

Letters pronounced: An Eff Gee Ess.
Words pronounced: A Federal Gun Ship
Acronym pronounced: A Fguss

Letters pronounced: An Are Eee Ess.
Words pronounced: A Resource Extraction Site
Acronym pronounced: A Rez

I cant believe you would seriously argue this point. What small ship in a combat loadout is best served by a turret rather than a gimballed weapon? I honestly can not think of one.
Someone in a ship with awful pitch? Like a VIV or CIV. If they value the time on target more than the frontal damage.

And the docking computer is a joke as it takes up a valuable internal slot. The last time I used it on a small ship I just purchased a cobra and wanted to see what the docking computer did. The next time I used it I owned a Conda. Most pilots will not hang on to their docking computers for long. They will replace them when they develop better skills.
I agree. Especially for small ships.

But others don't. And there are enough of them such that it's not useless.
 
For me, turrets work fine, if I anticipate the enemy movement he remains long enough in the firing arc or almost in the same relative position (turret tracking). As is now, with 2 tier 1 turrets on a Viper XIII I almost could take on an Anaconda (NPC of course)... that should not be possible

I'd differentiate turret tracking speed on class, to have a continuous or meaningful drain of the enemy shield in all situations. If he in turn is geared with the heavy turrets, he'll miss a lot - my gain. A balancing act between hitting with one big whoop and slowly but certainly grinding the enemy top dust.

I would drastically ramp up the shields of the "bigger" ships to compensate limited (effective) firepower. As it's now, they're at a disadvantage to a well armed fighter. As some said, you do a different flying in a bigger ship, more of a straffing thing

+1 on turret coverage idea, based on general class of the vehicle
 
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You're using two different ways of interpreting the acronym.

Letters pronounced: An Eff Gee Ess.
Words pronounced: A Federal Gun Ship
Acronym pronounced: A Fguss

Letters pronounced: An Are Eee Ess.
Words pronounced: A Resource Extraction Site
Acronym pronounced: A Rez


Someone in a ship with awful pitch? Like a VIV or CIV. If they value the time on target more than the frontal damage.


I agree. Especially for small ships.

But others don't. And there are enough of them such that it's not useless.


This sounds more like your Arguing the Term Useless.
I am using a Docking Computer. Because I am Lazy. But that doesnt make it any less Useless as an actual Component as its use is limited to only the Docking Sequence and nothing else.


If we go by that you are basicly Saying.

Turrets are not Useless. Just Horribly Inefficient because anything else is more useful than Turrets.
Just like the Docking Computer. Any other Internal Component is basicly more useful than a Docking Computer. Of course some People will still use Docking Computer because they are Lazy. But it doesnt change that compared to almost all other Modules you can Fit in there. The Docking Computer is among the most Useless ones.


Turrets on a Small Ship are the same.
Of course you can use em against NPCs for example.

But unless you Really Suck Badly in Flying your Fighter. Any Gimballed Weapon will do you far more Service than a Turret.
Thats why the Turrets are Useless.

The Right term for you might be that the Turrets are the Least Useful amongst your Choices.
But how you call it does not change that they are an Bad Choice.

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For me, turrets work fine, if I anticipate the enemy movement he remains long enough in the firing arc or almost in the same relative position (turret tracking). As is now, with 2 tier 1 turrets on a Viper XIII I almost could take on an Anaconda (NPC of course)... that should not be possible

I'd differentiate turret tracking speed on class, to have a continuous or meaningful drain of the enemy shield in all situations. If he in turn is geared with the heavy turrets, he'll miss a lot - my gain. A balancing act between hitting with one big whoop and slowly but certainly grinding the enemy top dust.

I would drastically ramp up the shields of the "bigger" ships to compensate limited (effective) firepower. As it's now, they're at a disadvantage to a well armed fighter. As some said, you do a different flying in a bigger ship, more of a straffing thing

+1 on turret coverage idea, based on general class of the vehicle


Pls dont Refer to NPCs.
I often enough Killed an Anaconda using an Viper.III with Gimballed Weapons.
NPCs are (dependent on their level) really weak resulting in them being Taken down even by an Sidewinder with T1 Pulse Lasers.

Heck I still know one Super Genius Anaconda which Pulled me out of FSD when I was Flying in my Type 7 Transporter Farming Money.
He had no Shields and only Frontal Plasma Guns thanks to which my Turrets could nicely Kill it simply because I was Flying Circles with it thus it only hitting me 2 times in the entire Battle....
 
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.

I've been doing the same with my Python and full turret load out testing. The best I have found is two large beams up top with 2 medium pulse and one large burst under the nose (all turrets). There is a requirement to flip to the two medium pulses alone for say about 4 or 5 seconds every now and again to let the thermal load dissipate even on this A rated Python but it's easy enough.

I've been testing in Power Play military strike zones and Violent protest zones where the NPCs are arguably the toughest in the game.

Anyway from all this testing I agree with the OP, he is definitely correct. Turrets are absolutely not effective in their current form. I have been continually surprised how long it can take to take down a Cobra or Scout with all 5 of these turreted lasers on target. In PvP against a fighter this would not be an easy fight at all and against a decent pilot would end badly for the turreted Python.

Fortunately in the Python gimballed or fixed weapons are still a good option but the point of this thread is for the larger ships their combat role is limited due to the totally underwhelming turrets and the paranoia of balancing down to the point of being useless.
 
I fly an anaconda currently and have flown every ship below it, and I never found turrets useful. I have full gimballed pulse except for cannons on the bottom, and while a small ship might harass me for a bit, I have a few tricks to bring my guns to bear.

In a sense, the alpha strike on a "corvette" is the most valuable, and turrets ruin that. If I only need a few seconds to disable a fighter, what use would I have for the pricy and power consuming turrets?
 
Try beam turrets on the small hardpoints. Much easier to deal with NPC Eagles and Vipers.
I tried a full turret Conda and it just did not do enough damage to make the build worth it.And given the relatively high cost of turrets this was even more disappointing.
 
None.
Its an Pure Balancing Measure taken to make Turret Weapons Weaker and Reward Players who are Aiming themselves.
Turrets give you an Option to largely avoid Enemies outmaneuvering you. So if they were as Strong as Gimballed or Fixed Weapons. There would be no Reason to not use Turret Weapons.


Honestly said an much easier and better way for this would to Simply Define Turret Slots with Preset Turret Arcs and Forward Gun Slots right from the Start.
Ships should have Slots which actually represents their Design and Class.

Small and Medium Fighters should not have Turret Slots and only Limited Gimballed Slots.
For example the Cobra should have its two Class 2 Slots as Fixed and the two Class 1 Slots as Possible Gimballed
While an Eagle should only have Fixed Slots from the Start
An Heavy Fighter should have Gimballed and maybe a few Turret Slot.
An ASP Explorer for example should have maybe 2 Turret Slots with Arcs to the Rear and remaining Weapons Gimballed Front.
Gunships Should have an even Mix of Gimballed Weapons and Turrets
The Federal Gunships for example should have 2-3 Medium Gimballed Slots and 4 Small Turret Slots with Arcs Facing to its Sides.
Transports and Corvettes should have mostly Turret Slots
The Cutter for example should have 1 Heavy Front Gun and 8 Turrets (2 Large 2 Medium 4 Small) with preset Arcs (meaning they wont be able to all Fire on same Target)


Unlike Fighters which are from the Start are doing Attack Runs. (Head at Target and Fire Everything you have in a Short Time Window before you Pass the Target)
An Corvette should not be doing Attack Runs but Rather Strafing Runs. (Strafing towards and Target Diagonally attempting to Bear as Many Guns as Possible on it while Maintaining Distance to avoid the Enemy getting into your Weaker Areas)

Currently Elite Dangerous is basicly only an Big Fighter Game.
There is nothing else than Fighters.
We got some stuff Called Gunships or Corvettes.
But right now this is in Name Only.
Because in terms of Combat Style and Abilitys its all just Fighters anyways.

This.... So much this! Think FD need to revised they use of weapons slots on difrent class of ships
 
I've been doing the same with my Python and full turret load out testing. The best I have found is two large beams up top with 2 medium pulse and one large burst under the nose (all turrets). There is a requirement to flip to the two medium pulses alone for say about 4 or 5 seconds every now and again to let the thermal load dissipate even on this A rated Python but it's easy enough.

I've been testing in Power Play military strike zones and Violent protest zones where the NPCs are arguably the toughest in the game.

Anyway from all this testing I agree with the OP, he is definitely correct. Turrets are absolutely not effective in their current form. I have been continually surprised how long it can take to take down a Cobra or Scout with all 5 of these turreted lasers on target. In PvP against a fighter this would not be an easy fight at all and against a decent pilot would end badly for the turreted Python.

Fortunately in the Python gimballed or fixed weapons are still a good option but the point of this thread is for the larger ships their combat role is limited due to the totally underwhelming turrets and the paranoia of balancing down to the point of being useless.
Yep, they are nearly useless even in PVE. The Python may fit on a medium pad, but it's no fighter and would certainly be better off with turrets (if they worked) against small fighters and yet, I've found fixed weapons far more useful against eagles and the like. This is the build I'm currently playing with (always a work in progress) and it is quite effective as a combat smuggler (PVE only as I'm sure the first commander to challenge it will prove):

http://coriolis.io/outfit/python/16...042b29292f.Iw18eQ==.IwBj4yNCg===?bn=Nemesis X
 
Target Only or Fire at Will?

Target Only or Fire at Will?
I've been enjoying reading this thread a lot because I'm not the best pilot and so I enjoy Turrets. I do mostly Cargo Missions and enjoy engaging the occasional Interdiction. I was flying a Turreted Cobra (lasers up side, cannons below). Now I'm flying a Python I've had in my mothball fleet for a long time (getting it outfitted + Ins ext.)...
"Good Pilots here, so here's the question"...
Target Only or Fire at Will, which is your preference and why?
----------------------------------------------------------------------
FYI
I don't have the $cr yet to outfit an all Turreted Python... so here's my current turret python setup;
Here's the stats on my Python named "PT-76" (Python Torpedo Boat)
2 = Turret E-2 Beam Lasers (top forward mounted)
3 = Pylon Torpedo Racks I-2 (2 topside, 1 below)
3 = Point Defense (2 topside, 1 below)
1 = Chaff (belly mounted)
-----------------------------
Target Only or Fire at Will. Which do you prefer and why?
~Space Time~:rolleyes:
 
Target Only or Fire at Will?
I've been enjoying reading this thread a lot because I'm not the best pilot and so I enjoy Turrets. I do mostly Cargo Missions and enjoy engaging the occasional Interdiction. I was flying a Turreted Cobra (lasers up side, cannons below). Now I'm flying a Python I've had in my mothball fleet for a long time (getting it outfitted + Ins ext.)...
"Good Pilots here, so here's the question"...
Target Only or Fire at Will, which is your preference and why?
----------------------------------------------------------------------
FYI
I don't have the $cr yet to outfit an all Turreted Python... so here's my current turret python setup;
Here's the stats on my Python named "PT-76" (Python Torpedo Boat)
2 = Turret E-2 Beam Lasers (top forward mounted)
3 = Pylon Torpedo Racks I-2 (2 topside, 1 below)
3 = Point Defense (2 topside, 1 below)
1 = Chaff (belly mounted)
-----------------------------
Target Only or Fire at Will. Which do you prefer and why?
~Space Time~:rolleyes:

For me during this turret test project it was always 'Target Only'. The reason being that because I'm hunting in military strike zones or compromised Nav beacons 'fire at will' just gets you into too much trouble, especially the military strike zones. With random pot shots going off from the turrets you acquire the interest of way too many enemies at the same time and with the turrets currently being as effective as bee stings you end up in trouble pretty quickly.

Target Only let's you focus the most damage in the shortest time frame on one target to get him out of the picture, but as we have stated in this thread this still takes a while for most targets. Plus if you have one fire group just allocated to say your KWS a few taps on the fire group cycle will switch off the turrets until you next hit the trigger. This helps with thermal load, WEP capacitor re-charge or if your target is inconsiderate enough to use chaff.
 
Then you fly backwards and win.

CMDR CTCParadox
While you are right, I would have to argue posting it this way does not help this individual.

He appears to be flying in a more "traditional" way, interpreting the ship like a plane, expecting to fly forward and turn to get bearings - hence why using turrets to make hits outside his view.

The issue seems to stem from this being a space game and space physics are not what most are accustomed to.

Hence why you are right - you halt your forward speed, put it in reverse to the sweet spot and turn to force the target in view with a larger ship. Leave it with Gimballed or Fixed for more output and its a good win. The attacking ship will be forced to either travel further to catch up or circle, leaving them in the targeting arc longer - and by extension with the numbers for larger ships, dead.


Unfortunately we don't have those massive turret-designed ships yet, these are smaller craft that need to follow different rules. Larger ships can win, but only if you play it by their rules in the game.
This game isn't as accommodating for other playstyles yet.
 
While you are right, I would have to argue posting it this way does not help this individual.

He appears to be flying in a more "traditional" way, interpreting the ship like a plane, expecting to fly forward and turn to get bearings - hence why using turrets to make hits outside his view.

The issue seems to stem from this being a space game and space physics are not what most are accustomed to.

Hence why you are right - you halt your forward speed, put it in reverse to the sweet spot and turn to force the target in view with a larger ship. Leave it with Gimballed or Fixed for more output and its a good win. The attacking ship will be forced to either travel further to catch up or circle, leaving them in the targeting arc longer - and by extension with the numbers for larger ships, dead.


Unfortunately we don't have those massive turret-designed ships yet, these are smaller craft that need to follow different rules. Larger ships can win, but only if you play it by their rules in the game.
This game isn't as accommodating for other playstyles yet.

Problem is if the other Guy just takes a Boost into your Direction and Disables Flight assist while using Reverse himself he will be sitting behind you. And you will be forced to Maneuver Blindly.
Rinse and Repeat.
Getting him into Fixed Arc this Way is almost Impossible Anyways so you can only use Gimballed for this.
But that will be easily Thwarted by him throwing a Chaff and Immediatly Boosting into your Dead Zone again. And then Again pulling an nice Amount of Damage into you before you managed to maneuver him into your Front Arc Again.


I told you Repeatedly.
NPCs might Fall for such Simple Tricks.
I know that because I often enough Killed NPCs doing this with my Transporters when Farming Money.
But Players are not that Stupid that are unable to get behind an Corvette Flying Reverse with an Speed of maybe 160 if we are generous...
 
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