AX Multicannon Turreted not working

Hello,

I am having problems with the turrered version of the AX Multicannon. It only works in "fixed ahead" mode. When it is in "fire at will" or "current target" they refuse to fire.

Am I doing something wrong? How can I get them to automatically engage scouts?

Thanks,

CMDR Royle
 
Fire at will is only m/c I think I probably shouldn't guess that one, but pretty sure it won't work.

Current target works for me, though I seem to have to fire when I'm pointing at the target for them to start tracking. And they can take time to acquire the target - if your turret doesn't have a view of the scout it won't fire.
 
Fire at will is only m/c I think I probably shouldn't guess that one, but pretty sure it won't work.

Current target works for me, though I seem to have to fire when I'm pointing at the target for them to start tracking. And they can take time to acquire the target - if your turret doesn't have a view of the scout it won't fire.

I know for a fact that my turret has had a view of it. I've also had a turreted beam laser target the thargoids with no issue but meanwhile the turreted AX refuse to fire!
 
I know for a fact that my turret has had a view of it. I've also had a turreted beam laser target the thargoids with no issue but meanwhile the turreted AX refuse to fire!
Needs to be target only.
Look at the max range: they should start firing at half that range.
Select a target, tap the assigned fire trigger. Do this everytime you select a new target.

Don't think of them as turrets, think of them as auto fire gimbals.
Really got to have the target centred to get best effect.

I also recommend using night vision when fighting the little tricksy
 
Mine are completely refusing to fire as well. Spent 5 mil transferring my ship and an hour and a half waiting, and i cant hunt.... not an amusing time. Ive used many different weapons, everything was set correctly, they just dont shoot and like the OP my beams were firing, just not the AX
 
Needs to be target only.
Look at the max range: they should start firing at half that range.
Select a target, tap the assigned fire trigger. Do this everytime you select a new target.

Don't think of them as turrets, think of them as auto fire gimbals.
Really got to have the target centred to get best effect.

I also recommend using night vision when fighting the little tricksy
What he sed.
 
I thought ax turrets were explicitly for multicrew only?
Ax multicannon work fine - some of the later turrets don't. It's complicated.

Edit: I think they're marked as m/c only in outfitting, as with many things in this game it's not incredibly obvious
 
I know for a fact that my turret has had a view of it

Bear in mind that having a view of the target and being able to point in the right direction to hit the target are not the same thing. Do they fire when the target is within range, straight ahead and moving either directly towards or away from you?

I've never had a problem with mine not firing at either Scouts or Interceptors as long as the necessary conditions were satisfied - basically within range and able to point to lead the target enough to hit it.
 
During this recent AX combat CG in the Coalsack, the Turreted AX Multicannon was my primo weapon for Scout hunts. I tried it in all three modes and all worked fine. I ended up using Fire At Will most often but swapped to Target Only fairly regularly as well. Using as Fire Ahead (fixed) seemed a waste of the turret I paid for and I had 2 Shard Cannons and a Gauss Cannon for the fixed contingent. I used a number of Fire Group setups, with the AX MC either triggered with all other guns, or as a secondary that I triggered as soon as I was fired on. The latter seemed most efficient. I did not use the AX MC against Cyclops, opting instead for 3 Guardian Shard Cannons and 1 G. Gauss Cannon for my 4 Experimentals, but it did a lot of damage against Scouts as it always tracked much better than I could, as expected. I put it in a topside hardpoint and used roll maneuvers a lot to keep the targets in its fire cone. My ship was a combat-outfitted Python.
 
Page 58 of the manual. ‘Fire at will’ turrets will automatically track and engage any ‘resolved’ hostile contacts. Do you have a xeno scanner fitted?
 
Page 58 of the manual. ‘Fire at will’ turrets will automatically track and engage any ‘resolved’ hostile contacts. Do you have a xeno scanner fitted?
Yes, but the AX MC tracked and fired without having to use it, regardless of what the manual states. The info I found said that once triggered, turrets will fire on targets that fire on you when in FaW. The only limitation I found is if the target is not in the MC's fire cone.
 
The xeno scanner works passively on scouts. I went without my scanner once and my turrets just sat there like turnips.
 
Ax turrets work for me on ‘fire at will’ I must have a different version of the game.
Exactly AX turrets and exactly for Scouts ?
I have in the description of the game says that they should not work at all as Turrets and can only work in multi-crew mode.
 
Exactly AX turrets and exactly for Scouts ?
I have in the description of the game says that they should not work at all as Turrets and can only work in multi-crew mode.
Mine work as turrets just fine on ps4. I have to fire them at least once but they track the target with continuous fire with almost no effort on my part. Turretted beams work exactly the same.
 
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