Did you know the Beluga is in the top 30% of DPS ships out there? (A bit of statistics)

You jest but I believe this was experimented with in an early PvP league game...I seem to recall an entire side using turrets on this exact basis; maintain time on target at all times and just run about.

Again, if I recall correctly, they got their butts kicked when the godawful DPS of turrets and slow tracking tripped them up.

Nice try, though. Would have been comic beyond measure if after all the Git Gud requests, the PvP league had been won by a side boosting about with turrets doing their thing.

Well, a little, but for PvE they do ok. My combat Beluga has all turrets and does fine in CZ, i generally can stay until i'm out of ammo.

My CM3 has 3 turrets and a PA. The PA does the main damage while the other weapons add effects and generally keep the target under pressure.

I'm now toying with the idea of a Python. All hardpoints with cannons with the force shell effect, and calling it the Pinball Wizard.

You see, i know you like PvP, but its all about boring meta. With PvE you can give yourself a challenge and do all sorts of crazy stuff that just won't fly in PvP.... although i think the build i'm looking at could be an annoyance for PvP if nothing else :D
 
I keep saying this as well and get jumped on by the fixed wep PvP purists.

Time on Target is the most important factor. You do less damage with turrets, but they are on target a lot more resulting (in my mind) with more damage long term. Ships with limited agility can use turrets effectively. A pair of C1 turreted beams can keep shields down nicely as other weps take the hull apart.

We should form a club. Turreteers anonymous!

OP is only looking at a small subset of data. If you massage data that much, you can make it say anything you like.

Well, yeah, and i did clearly state that in my opening post. I kind of spent a paragraph on it. Always good when someone reads the OP, saves unecessary posts.
 
Blow them up and post videos?
In addition to the 50 play through vids I have posted already?

Not saying they are perfect, not saying they are for everyone, but even my T-7 with four C1 beam turrets can take out up to a Cobra (once a Wing of three pirate Eagles) without losing shields. I just rotate slowly and three out of four beams hit the target continuously. If I reverse, I can get all four firing, but that drains the WEP bars pretty quickly. Rotation keeps one beam recharging while the other three fire a continuous barrage. Three pips WEP, three pips shields.

Caveat time: This is PvE obviously and I've not tried my T-7 against a Dangerous or Elite pilot, but this worked for me nicely at the lower combat ranks. "without losing shields" means they were still on, last ring barely visible.

My current PvE Python build: https://eddp.co/u/wPLj8eJR ***

Beams keep the shields down and the three M/C nibble on the hull.

*** - Vehicle Hanger, Interdictor and Scoop are optional depending on role or mission. There are many engineer upgrades, not shown.
 
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No, but when people ask about it, i post a video of it in a combat zone. ;)

Now I want a new type of passenger mission:

General wants to view the battlefield, take General to CZ in system X

  • Fine with hull damage
  • Fine with scans
  • Extra payment per kill
  • Must be returned to base intact
:D

Edit: Requires luxury class cabin (so you can't just fit them in a 'conda) :)
 
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Now I want a new type of passenger mission:

General wants to view the battlefield, take General to CZ in system X

  • Fine with hull damage
  • Fine with scans
  • Extra payment per kill
  • Must be returned to base intact
:D

Edit: Requires luxury class cabin (so you can't just fit them in a 'conda) :)

LOL, i'd totally be up for those, although it would mean losing a hull reinforcement.... i tend to need those when the shields drop, which tends to happen a bit. Shields would be stronger if i could afford to fit more shield cells, but with a B rated powerplant with armoured engineering mod its not like can get more power out of it. The whole thing is built around massive integrity.

Dat music....

Quite like this guy's music, he's a bit of a nutter.
 
I see this thread is just as much about the use of turrets as it is the mighty Beluga. I learned the hard way from Dread Lord that an all turret loadout on a ship (he has a 3x SCB Python w/5000 hp's) can be very deadly. Far from being a useless meme, contrary to popular wisdom. Granted, he was engineered up the wazoo, but I'd go so far as to say he would defeat any pilot I've ever fought with that setup if they were not packing feedback rails, or had a meme build themselves such as cascade torps or mines.

My reason for not using them is the same as my reason for flying FA Off and using fixed weapons; high skill mechanics that demand of me 100% concentration and piloting acuity. The idea of flying around passively waiting for the turrets to do all the work is not why I play this game. I also wouldn't engage autopilot if it were a possibility and go read the newspaper on the couch, either.

As far as the Beluga goes; most ships in this game can be a deadly surprise for the unwary if properly equipped and flown with a steady hand.
 
Now I want a new type of passenger mission:

General wants to view the battlefield, take General to CZ in system X

  • Fine with hull damage
  • Fine with scans
  • Extra payment per kill
  • Must be returned to base intact
:D

Edit: Requires luxury class cabin (so you can't just fit them in a 'conda) :)

Totally agree with this...as little spice to pax missions.
 
Just looking at the number of hardpoints is a truly awful way to understand DPS in Elite Dangerous.

It's all about the application of those hardpoints:

1.) Location, which hard points sizes are located optimally and how many of them are there

2.) the pitch, boost and top speeds

3.) the size of power distributor

For example, if you had 4 C4 hardpoints on the bottom of a Beluga, your actual DPS in a combat situation would STILL be poor because (a) the distributor couldn't support them to keep your firing active and (b), your pitch rates would be so poor, you're unlikely to get much of any meaningful time on your actual target. The number of guns you have don't matter if you can't bring them to bear. It's very easy to imagine a 200dps potential becuase of hardpoints, but an actual dps of something more like 20dps because you're simply not firing and hitting enough.

This is part of the reason people look at ships like the Corvette, see it has less hard points or smaller hard points than a Cutter and suggest it isn't strong enough. No, the Corvette can put 6 of its 7 hardpoints on target consistently in a fight including its 2x C4's with a far higher time on target than a Cutter as it slowly turns and slides around space thanks to its superior pitch and turn speeds and generally exceptional hard point placement. Meanwhile most of a Cutter's damage is going to come from just the 2x C2's and 2x C3's on the top of the ship as those are the only hardpoints likely to have consistent uptime on target. Yea, I'll take 2x C1's + 2x C2's + 2x C4's over 2x C2's and 2xC3's every day of the week. Becuase...duh.

It truly is not about the number of hardpoints, but how you can use them in real scenarios.
 
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Just looking at the number of hardpoints is a truly awful way to understand DPS in Elite Dangerous.

It's all about the application of those hardpoints:

1.) Location, which hard points sizes are located optimally and how many of them are there

2.) the pitch, boost and top speeds

3.) the size of power distributor

For example, if you had 4 C4 hardpoints on the bottom of a Beluga, your actual DPS in a combat situation would STILL be poor because (a) the distributor couldn't support them to keep your firing active and (b), your pitch rates would be so poor, you're unlikely to get much of any meaningful time on your actual target. The number of guns you have don't matter if you can't bring them to bear. It's very easy to imagine a 200dps potential becuase of hardpoints, but an actual dps of something more like 20dps because you're simply not firing and hitting enough.

This is part of the reason people look at ships like the Corvette, see it has less hard points or smaller hard points than a Cutter and suggest it isn't strong enough. No, the Corvette can put 6 of its 7 hardpoints on target consistently in a fight including its 2x C4's with a far higher time on target than a Cutter as it slowly turns and slides around space thanks to its superior pitch and turn speeds and generally exceptional hard point placement. Meanwhile most of a Cutter's damage is going to come from just the 2x C2's and 2x C3's on the top of the ship as those are the only hardpoints likely to have consistent uptime on target. Yea, I'll take 2x C1's + 2x C2's + 2x C4's over 2x C2's and 2xC3's every day of the week. Becuase...duh.

It truly is not about the number of hardpoints, but how you can use them in real scenarios.

It's not the size, it's the technique
 
I've seen more than a few cutter make vettes run. I'm not surprised. I'm using mine as a combat trader, so I'm hoping to hold off attackers, but i doubt I'll make them flee.
 
I once joined a friend in multicrew who was running an all-turret Beluga and wanted someone to help testing it out. There are only certain points where all five turrets can be brought to bear, so it would be very challenging to maintain the maximum DPS. It is a substantial amount of firepower, however! I use turrets on the medium hardpoints on my T9 and that can deal with most small and medium ships, even though it's usually only the two on its topside firing.
 
Just looking at the number of hardpoints is a truly awful way to understand DPS in Elite Dangerous.

It's all about the application of those hardpoints:

1.) Location, which hard points sizes are located optimally and how many of them are there

2.) the pitch, boost and top speeds

3.) the size of power distributor

For example, if you had 4 C4 hardpoints on the bottom of a Beluga, your actual DPS in a combat situation would STILL be poor because (a) the distributor couldn't support them to keep your firing active and (b), your pitch rates would be so poor, you're unlikely to get much of any meaningful time on your actual target. The number of guns you have don't matter if you can't bring them to bear. It's very easy to imagine a 200dps potential becuase of hardpoints, but an actual dps of something more like 20dps because you're simply not firing and hitting enough.

This is part of the reason people look at ships like the Corvette, see it has less hard points or smaller hard points than a Cutter and suggest it isn't strong enough. No, the Corvette can put 6 of its 7 hardpoints on target consistently in a fight including its 2x C4's with a far higher time on target than a Cutter as it slowly turns and slides around space thanks to its superior pitch and turn speeds and generally exceptional hard point placement. Meanwhile most of a Cutter's damage is going to come from just the 2x C2's and 2x C3's on the top of the ship as those are the only hardpoints likely to have consistent uptime on target. Yea, I'll take 2x C1's + 2x C2's + 2x C4's over 2x C2's and 2xC3's every day of the week. Becuase...duh.

It truly is not about the number of hardpoints, but how you can use them in real scenarios.

Points well taken, but OP was making it clear it is only a crude comparison.

With the Beluga, Indigo Wyrd shows (in his video) he uses three plasma guns to blast the target and bring down its shields as soon as possible, then positions for another attack. So his time on target was not high, but the damage he did when he pressed the fire button was pretty big.

I guess it's about technique as well as size :)
 

Deleted member 110222

D
I use burst turrets on my pirate brig for the following reason. I literally cannot make my favourite maneuver without turrets.

*interdict Hauler*

*Hauler sees my ship flying away*

"Oh good, the Cobra was just messi... OH SWEET!!! MY SHIELDS! MY SHIELDS ARE DROPPING! AND WHERE IS HE?!?!"

I use silent running when I hit a trade ship. Confuses the crud out of truck drivers.
 
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