Get the hell out of the line of fire if you don't want to get hit!

Turrets aren't perfect and even if they were any weapon that fired projectiles with travel time would add unpredictability.

Ultimately, it's up to the pilot to have some situational awareness and disengage their weapons when there is a chance of striking unintended targets.
Pretty sure FD said that turrets in non-forward fire modes could never trigger assault bounties as long as they had a target? Else we may need more info on their logic.
 
You're opening a can of worms dude. You're just going to get the usual 'get gud' brigade offering their typically useless advice. My advice - don't engage in that particular debate. I can assure you, your point is valid. Friendly fire is too harshly penalised and not well managed in-game. Ignore the dudes who are inevitably going to try to convince you there's no fault in the design because it's irrelevant if you don't make mistakes. Clearly that argument is illogical nonsense. Good luck.....

Most useful post in this thread. The only thing more cancerous on this forums than the people who whine about non-issues are the people who respond to all valid criticism with "Git gud ya baby stop crying"
 

Deleted member 38366

D
Quite odd...

Supposedly, Turrets are exempt from attaining any Fines or Bounties, unless
- in Target Only/Forward mode
- and the Trigger is depressed while having locked Clean Ship or the basic Scan hasn't finished yet

That was the last major Update to Turrets (quite a while ago) to prevent Fire-at-Will or Target Only modes to aggro or get fined for hitting untargeted Ships.

I haven't used Turrets myself in a very long time due to their very low DPS and still decaying accuracy over time (when locked on a single Target for a while), though.
But during all my runs testing a MultiCrew Setup (LongRange Turrets upto 5900m Range and Fire-at-Will mode), I never ran into any troubles in a Conflict Zone for example.
 
Last edited by a moderator:
This brings up a question. Is there any way to stop turrets from firing once they start? In my experience, they just blast away continuously once they start firing.
 
This brings up a question. Is there any way to stop turrets from firing once they start? In my experience, they just blast away continuously once they start firing.

They will stop firing once they are no longer in the current firing group, so switching to a firing group without a turret stops it from firing.
 
NPC's fly across your line of fire from your blind spots and you will hit them. Goes hand-in-hand with the ramming NPC's.

If that happens, you can "git gud", use trigger control all you want, but it will catch you out, regardless whatever someone says in playing the blame game.

Turrets, your SLF pilot and players make mistakes for sure and you will acquire fines and bounties, it's the game. It encompasses more than "git gud" and whatever other tired descriptives are put out as answers.
 

Deleted member 115407

D
Turrets set to engage at will don't trigger friendly fire.

And turrets won't engage unless you engage and make a hostile first, which is what it sounds like OP did.

So in the end it's all down to trigger discipline, i.e. Don't shoot friendlies.
 
Last edited by a moderator:

Deleted member 115407

D
You're opening a can of worms dude. You're just going to get the usual 'get gud' brigade offering their typically useless advice.

lol - advice that's so useless that it actually works 100% of the time.

If you mind your triggers, you won't shoot friendlies. If you do negligently fire on a friendly (notice I didn't use the word "accidentally", which is just an excuse) and cause enough damage to trigger an assault bounty, then everything that happens after that is on you.
 
Last edited by a moderator:
It is very odd to me that people feel the need to poison the well of good advice.

It's not the advice itself that people have a problem with. Very often it can be useful. The problem is the condescending attitude the advice is given with, as well as the complete denial and dismissal that there possibly COULD be a problem with a given mechanic. This is why the advice is considered useless. It is given with the sole purpose of undermining any attempt to improve game mechanics by (falsely) implying that the problem rests exclusively with the person criticizing the mechanic.

If you got mugged and went to the town hall to request that they increase the lighting and policing in the area you got mugged in, only to be told "Well you shouldn't be out in that part of the neighborhood at night alone idiot, git gud" you would rightfully be outraged. While what they said is not technically false; being outside at night in a bad mart of a neighborhood does greatly increase your chance of being victimized, it doesn't address the fact that having poorly lit violent areas in a neighborhood is a bad thing.
 
It's not the advice itself that people have a problem with. Very often it can be useful. The problem is the condescending attitude the advice is given with, as well as the complete denial and dismissal that there possibly COULD be a problem with a given mechanic. This is why the advice is considered useless. It is given with the sole purpose of undermining any attempt to improve game mechanics by (falsely) implying that the problem rests exclusively with the person criticizing the mechanic.

If you got mugged and went to the town hall to request that they increase the lighting and policing in the area you got mugged in, only to be told "Well you shouldn't be out in that part of the neighborhood at night alone idiot, git gud" you would rightfully be outraged. While what they said is not technically false; being outside at night in a bad mart of a neighborhood does greatly increase your chance of being victimized, it doesn't address the fact that having poorly lit violent areas in a neighborhood is a bad thing.



I stand by my observation.
 
There is an art to using turrets. I only use them on my Conda and my Cutter, but they do just fine, even in High RES sites as long as I watch my surroundings for security ships and otherwise clean ships who's shields are down. I very seldom have friendly fire bounty problems but when I do get out of the RES fast before it turns into a murder.
 
Last edited:
I really wish the smart rounds experimental were added as a hidden standard to all weapons and we override them to pirate etc. Very few people will use it otherwise as it just lowers their potential damage (rightly or wrongly)

This would take away one of the tools trolls might use on new players to make them get bounties. It would also mean the thing we all eventually do when BHing is no longer a major pain , which is accidentally firing before the ship scans as we know it’s a pirate from the ship name.

New players to this game are going to be overwhelmed and the last thing we need is them getting bounties forced on them while they are still learning
 
They will stop firing once they are no longer in the current firing group, so switching to a firing group without a turret stops it from firing.

Well, I suppose they could add another mode which allows for automatic aim but only fire at the pull of the trigger. A semi automatic mode if you will that allows the player the opportunity to not fire on ships between them and their target.
 
You're opening a can of worms dude. You're just going to get the usual 'get gud' brigade offering their typically useless advice. My advice - don't engage in that particular debate. I can assure you, your point is valid. Friendly fire is too harshly penalised and not well managed in-game. Ignore the dudes who are inevitably going to try to convince you there's no fault in the design because it's irrelevant if you don't make mistakes. Clearly that argument is illogical nonsense. Good luck.....

As always, if you can come up with a mechanic that makes sense, helps everyone and (most important) isn't exploitable I'll be the first to agree with you. Until then: Git gud.
 
Can't agree with this.

Turrets are fine as long as you're smart enough to assign 'em to a fire-group in a way that allows you to switch 'em off easily.

If you're flying a big, lumbering, ship then enabling and disabling turrets should become as instinctive as letting go of the trigger when you see a yellow blob moving toward the middle of the scanner.

Wow, Stealthie. You Git Gud'd me. Lol
I tend to be lazy and I only use 1 firegroup as much as possible in combat. Guns on 1, missiles on 2. I don't flip groups unless I need to use an SCB.

I god gudder though, I just don't use turrets. Lol
Instead I've outfitted my Anaconda so it's more agile, at the cost of armour strength.
Now I can keep my guns on almost anything, and what I can't, I use missiles or my SLF on. :)

CMDR Cosmic Spacehead
 
You think thats bad, I got a murder bounty when a police ship rammed into the back of me as I was leaving a station. Wasnt going fast (this was even before the speedi restrictions were put in anyway), just cruising slowly out of mass lock range in my anaconda when I see a green triangle coming up behind me, there was loud engine noise, a bit of a bump, a bang and I got hit with a murder bounty. :D
No one likes a cop killer!
 
Having said that, my current build has turreted long range pulses on the small hardpoints just for tagging targets and maintaining fire on small targets. They never seem to gain me a bounty. Perhaps it's a function of the damage done?
Damage done does matter, but I suspect the number of independent hits also matters - a beam laser per hit (per frame!) does very little damage, but after 10 or so hits you'll definitely have worn through their patience.

Most of the cases I've seen where the build has been revealed have involved a beam laser, but that could just be sampling bias.
 
Back
Top Bottom