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.