Turret damage?

Pretty much. Why gimp your only two hardpoints on a nimble ship?
I'm just trying to get back in to the game. When I left, 2 large multi cannon turrets did damage, now they hardly register. It's fine I guess.

Not sure what purpose vanilla turrets have in the game now, but no matter. Adapt or die as they say. :)
 
I'm just trying to get back in to the game. When I left, 2 large multi cannon turrets did damage, now they hardly register. It's fine I guess.

Not sure what purpose vanilla turrets have in the game now, but no matter. Adapt or die as they say. :)
Test your turrets outside of a CZ instead, they should do decent damage there. But CZs have tougher, more durable opponents than before, which could be why your turrets don't do much damage to them.
 
I'm just trying to get back in to the game. When I left, 2 large multi cannon turrets did damage, now they hardly register. It's fine I guess.

Not sure what purpose vanilla turrets have in the game now, but no matter. Adapt or die as they say. :)
I haven't played this derailed game for two years neither. It never occured to me to try MC against shields ever. And bigger didn't make it really better. At least take one turret with energy weapons. ANYTHING that is good against shields. What you did is nerfing your output with a turret and then nerf it again with weapon choice. It is so silly that I have a hard time to believe you're serious.
 
I'm not sure about damage, but it has felt like turrets have been nerfed in their ability to track. I used to use them on little ships like the Cobra, not because I can't aim, but because I really like the improved fire arc that allows larger circle combat, which makes it easier to stay on the tail of an enemy ship longer instead of constant jousting. The last time It tried turrets on my Vulture, they just couldn't keep up for some reason... Maybe the servos need greasing.
 
I haven't played this derailed game for two years neither. It never occured to me to try MC against shields ever. And bigger didn't make it really better. At least take one turret with energy weapons. ANYTHING that is good against shields. What you did is nerfing your output with a turret and then nerf it again with weapon choice. It is so silly that I have a hard time to believe you're serious.
Well, once upon a time, I could grab a medium ship, equip 2 large vanilla turrets, enter a CZ, and have a good old time just flying around watching the ammo fly. Sure, it wasn't effective, but it was laid back gaming. Now they don't even leave a mark. But as I said before, I guess it's just logical progression. Engineers introduced a whole new grind level, so FD had to beef the NPCs. It's fine. I'll adapt. Fly some tourists instead. :)
 
Well, once upon a time, I could grab a medium ship, equip 2 large vanilla turrets, enter a CZ, and have a good old time just flying around watching the ammo fly. Sure, it wasn't effective, but it was laid back gaming. Now they don't even leave a mark. But as I said before, I guess it's just logical progression. Engineers introduced a whole new grind level, so FD had to beef the NPCs. It's fine. I'll adapt. Fly some tourists instead. :)
It was the point where I refused to adapt. I wasn't very happy about my stuff getting nerfed for core gameplay. They can run in their little hamster wheels by themselves.
 
Are turrets now pointless?

It really depends on the ship. On a Vulture they are pointless, they are really useful on an Imperial Cutter though for example. Put turrets on all your top mounted hardpoints and keep the target above you. If you happen to get your target in front of you, manually shoot with your bottom mounted weapons.
 

dayrth

Volunteer Moderator
Thanks for all the replies. Things have sure changed. I used to be able to do damage with a pair of large multi cannon turrets, but no more apparently. I suppose this means turrets are useless all together? I kind of enjoyed just floating about and letting the turrets do their thing. :(

I tried some medium burst turrets as well. No dice.

Are turrets now pointless?
Put a burst laser turret on one side. That will take shields down.
 
Here's one example Vulture ship design I cooked up, turreted overcharged beam laser + gimballed overcharged multicannon (since I personally detest putting multicannons on turrets, wastes ammo vs shields). Engineered, of course. That beam turret can fire all day as long as you keep enough pips to weapons.

 
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Here's one example Vulture ship design I cooked up, turreted overcharged beam laser + gimballed overcharged multicannon (since I personally detest putting multicannons on turrets, wastes ammo vs shields). Engineered, of course. That beam turret can fire all day as long as you keep enough pips to weapons.


Pretty crap build tbh.
 
I live for complements like this. Cookbook meta builds are BORING.

I don't think he was calling it crap because it's 'non-meta'.

Even ignoring the weapons I can point out several rather glaring flaws with it's ability to execute what it was seemingly intended to do:

  • A rated life support on a shield focused setup.
  • Low-draw on a shield gen that isn't constrained by distributor draw.
  • A class 1 repair limpet controller combined with a four ton cargo rack.
  • Poor power priorities.

...and about a dozen other lesser complaints.
 
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