Hope they fix the turrets problem soon!

I don't use turrets all the time but, when I do, it's easy to see that turret behavior is badly broken in 3.0.

They must have transferred / lost from the team, the talented developer who originally developed the turret code.

Edit: Here's a bug report and video of what is happening.

Bug Report
Video
 
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Sorry, I don't really understand..

How are Turrets broken exactly?

I run a couple on my Anaconda, and while I certainly don't depend on them as my main source of offense, I have found them to be pretty good when used on slower ships to keep constant fire on faster ships.
 
Llama, what size and kind of turret do you use?

I thought it would be universal for all of them but I may be wrong. The best way to see what's going on is to mount them on the top front of an Anaconda. You'll quickly see that they are really having trouble!

I see the problem most in target only mode. Also, if you always keep your targets directly in front of you you won't see the problem as much. That kind of defeats the purpose of the turrets though.
 
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I use a couple of 2F Pulse Turrets in the front Mediums, they seem to do pretty good for me.

I also have 2 small turrets in the small hardpoints.. those don't seem to do much, but I credit most of that to the position of the hard points themselves. They don't have much field of fire unless the target is below me.

The 2 Mediums seem pretty solid though.
 
Turrets have been screwy since day one. They've improved a bit over the years, but they've always been wonky. See some of my past threads for details.
 
I don't understand either. I took the Vette out yesterday that has 2 med and 2 smalls and they seemed ok. Took on a wing of 3 and they would randomly fire at my target's buddies. I have them set fire at will. This was at a CNB so mostly one on one bounty hunting plus a few wings. Not been out to a CZ since 3.0.
 
Turrets have been screwy since day one. They've improved a bit over the years, but they've always been wonky. See some of my past threads for details.

This 3.0 problem is a much much worse problem than before 3.0. I'm looking to see if it's been reported as a bug now. I think it already has been.

I guess the problem must be worst with class 3 turrets.

I'm not good with creating videos of game play be I'll try to create a video of what's happening.

Edit:

Looks like it's been reported with video proof.

Bug Report
Video

It seems that it may be only in the Anaconda. For sure, the Anaconda is the best ship to see the problem on anyway.
 
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This 3.0 problem is a much much worse problem than before 3.0. I'm looking to see if it's been reported as a bug now. I think it already has been.

I guess the problem must be worst with class 3 turrets.

I'm not good with creating videos of game play be I'll try to create a video of what's happening.


Sorry, forgive my ignorance.. but what exactly is wrong?

They losing track of targets? low damage? all of the above?
 
Sorry, forgive my ignorance.. but what exactly is wrong?

They losing track of targets? low damage? all of the above?

See the video link.

They spaz out and point in the exact opposite of the target (usually down at your own ship) unless your target is almost directly in front of you. Even though turrets were never perfect, they didn't do this until recently.

If you want to see it in action, try them on the top large hard points of an Anaconda. You'll see the problem for sure.
 
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See the video link.

They spaz out and point in the exact opposite of the target (usually down at your own ship) unless your target is almost directly in front of you. Even though turrets were never perfect, they didn't do this until recently.

If you want to see it in action, try them on the top large hard points of an Anaconda. You'll see the problem for sure.


Got it.. sorry.. didn't see the Video Link..

Yes, that sure as heck needs to be fixed!!
 
Took a couple of watches of the video.

The two front turrets were pointed towards the front of your 'Conda even although the target was in plain view? They weren't firing at that time. So is the problem is that they are not locking onto the other ship straight away?
 
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So is the problem is that they are not locking onto the other ship straight away?
The problem is that the turrets loose track of any target that is even a tiny bit above. Is pretty obvious with the conda, since the turrets are right infront of you there. But the problem is there for all class 3 turrets afaik. I definitly have it on the cutter and the type 10.
 
The net result is that they are maybe 25% as effective as they were before 3.0 at least when used on the top large hard points of an Anaconda. In other words, darn near worthless.
 
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Sorry, I don't really understand..

How are Turrets broken exactly?

I run a couple on my Anaconda, and while I certainly don't depend on them as my main source of offense, I have found them to be pretty good when used on slower ships to keep constant fire on faster ships.

They don't track properly in 3.0 and frequently point down into the hull on my Conda.
 
Have you tried "Storing" all your turreted weapons and then "Transferring" them back onto the ship? This may sound like a strange idea, but I was having turret issues with several of my ships using Legacy modules in 3.0. Untouched ships until recently, and still using 2.4 engineered upgrades.

When I tried this little trick, my turret firing problems went away. I haven't tried this on my Conda because I only use mine as a "Mule" for hauling modules from my other ships around to Engineers for upgrading. So no need for a weapons loadout.

But anyway... Give that a try and see if it makes any difference.

Either way, there is definitely bug in the turret code that wasn't there in 2.4. I experienced it first hand and it does cause a serious nerf to their performance/effectiveness.
 
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Previously I read many comments about turret bugs and considered this possibly an isolated issue to PC (playing on Xbox One), or even chalked up to CMDRs unknowingly using the wrong fire mode.

I have two ships that use turrets. My Chieftain has one class 3 and one class two beam turrets, always set to “target only.” I’ve never noticed a tracking issue but in hind sight I may recall the class 3 turret behaving like a gimballed, but it would have been hard to notice because of the Chieftain’s ease of staying on target.

My Corvette has two class 1 beam turrets, two class 2 multi turrets, and a class 3 pulse turret. As with the Chieftain I usually have fire mode set to “target only” but last night found myself in a CZ rich with small ships, and decided to select “fire at will.” The small beam turrets performed beautifully and the medium multis did well too despite being in a sub-optimal location for turreted weapons, but after a few engagements I could not hear or see my large pulse turret firing, even when facing a target dead on and well within range. I swapped over to the external camera to take a look at the underside and sure enough the pulse turret was seized after it had spun 180 and traversed full down (the vette’s C3 hardpoint is mounted upside down so the muzzle was pointed “up” at the belly).

At that point I didn’t try to get it back in action, just kept slinging lead until my guns were dry, then left. But I can see now from my limited experience that at least Class 3 turreted weapons are prone to locking up or otherwise sketchy behavior.
 
I just made a few screenshots to illustrate the bug. For this I simple replaced one of my class 3 turrets (bug affected) with a class 2 turret (working flawlessly). Both turrets are in the same firegroup, have the same turret mode (target only) and are targeting the same stationary target (a nav beacon).
In the first picture, the beacon is straight ahead. Both turrets are on target.
From there on I pull the nose down, so that in the last picture the beascon is almost directly over me. The class 2 turret follows the target, the class 3 funks up.
n8XvJ9h.png
 
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