Bounty hunting with turrets ... tales of the unexpected

After flogging the less subordinates of a particular corporation to the nth degree - they've finally declared me hostile.

Now when I'm hunting them - they're red and the moment that I target them to scan for wanted status, the turrets engage and everyone gets upset if they connect before the scan completes. The next thing you know, I'm in a conga line with something less pleasent than the cast of the Benny Hill show all chasing after me.

Turrets are set to engage with the target and not fire at will. This is frustrating because they won't fire at a non hostile with a bounty until I engage with other weapons - but freely fire on a target who has deemed me hostile (not I them) before I can get the scan in. *slow hand clap*

Something seems a bit out of shape here. Am I missing something?
 
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It sounds like it is related. I also BH in a particular RES where most the pirates belong to a particular faction that I am now hostile with. :D When I am ambushed from the faction I am hostile towards--it's their own fault they are all pirates--if I spin and return fire too quickly, even though they are already red, wanted, and firing on me, I will get a wanted status. Sounds like the same thing is happening with you on your turrets.

Having a hostile faction in a RES sure makes things a little more exciting though. :cool:

Yes but they don't fire at me first though. My turrets just let rip as soon as I target to scan for wanted status.
 
Leave your hardpoints retracted and bind your KWS or CS to a button or keypress. That way your turrets are put away until your ready to use them...
 
Doesn't sound right to me, would ticket it just in case. You could set the KWS to a different fire group in the meantime tho'.
 
Additional note: if you dock at a hostile station and have it targeted. Do not go to the outfiting ! Your turrets deploy and start firing on the station.

Reported as a bug a while ago.
 
Not the same.

It's just related. One of the points that I think was made on that thread (if it was one another one sorry there are a couple on the subject and some deal with turrets) is that hostile and Wanted ships need to show and register differently in the sensors, contacts list, and as far as targeting/turrets auto firing go. Turrets and Target mode selection need to have a "Select Nearest Wanted Ship" option.

Also yes turrets should be able to be toggled to engaged or disengaged by firing their fire-group button.
 
I thought that KWS requires hardpoints be deployed. Is it true that you can use KWS without hardpoints deployed?

Did you set the fire groups in the right control panel?
In the game options set a secondary fire button, cycle that button & then you can select between the main weapons, deep scanner & KWS.
 
I've observed the same issue when I first fitted my MkIII with all turrets - they won't "fire at will" on a non-hostile ship (even a targeted, 'wanted' ship). You should still be able to initiate an attack on a target by pulling the trigger! You can just about work around it by changing the fire-mode to 'hostile up' the target, then switch back to "fire-at-will" - but that's too much hassle, I just swapped two turrets for two (bigger) gimbals.
 
Doesn't sound right to me, would ticket it just in case. You could set the KWS to a different fire group in the meantime tho'.

Nope that's just how it works - though how the computer distinguishes a non-hostile hostile and a hostile hostile is a mystery. Maybe there's a registry somewhere. ;) I suspect it's more of a game mechanic thing so the player is alerted to the presence of a wing immediately.
 
Assuming that you're not wanted in that juristiction, let the hostile fire on you first (which makes them wanted) and then target them. Can be quite exciting though if multiple hostlies start engaging you simultaneously :D
 
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