Chaff vs Turrets fixed forward

Simple enough question, if you fix turrets into forward fire mode are they still affected by chaff in the same way as gimbled weapons, or more like fixed weapons?

Turrets are generally frowned upon by most experienced pilots, generally myself included, but if fixing forward is a method to counter chaff then it opens up some interesting turret builds in the bigger ships like the Corvette and Anaconda - especially when they're able to launch fighters.

If your target takes on your fighters, you can just hang back and herd them while your turrets take shots. Once the target lets off a chaff, fix turrets into forward fire and make a few strafing runs.

Likewise if they ignore your fighters and target you then at the very least you'd be in the same position as you'd be in if you had fixed weapons.

Seems like quite a good dynamic loadout to me.
 
Simple enough question, if you fix turrets into forward fire mode are they still affected by chaff in the same way as gimbled weapons, or more like fixed weapons?

Turrets are generally frowned upon by most experienced pilots, generally myself included, but if fixing forward is a method to counter chaff then it opens up some interesting turret builds in the bigger ships like the Corvette and Anaconda - especially when they're able to launch fighters.

If your target takes on your fighters, you can just hang back and herd them while your turrets take shots. Once the target lets off a chaff, fix turrets into forward fire and make a few strafing runs.

Likewise if they ignore your fighters and target you then at the very least you'd be in the same position as you'd be in if you had fixed weapons.

Seems like quite a good dynamic loadout to me.
Turrets are not that bad as ppl say. The most important thing about turrets is a way more low consumption of your capacitor than gimbaled and even fixed weapons. But the problem is a very big MW power cost for mount it. If you use a ship like Corvette with 2 4PAs, then you probably better to think about turrets. Becausе this will do the best for your 4PAs with way much more efective game play in use. If you can control it ofc. Turrets are not that easy as it looks like. it's much more complicated for use in any situation.
 
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Obviously you have to consider whether the turret can actually see the target, but I think that's where the advantage comes in when launching fighters; so long as your target makes the mistake of trying to take the fighters on, you have the advantage of sitting back and really let the turrets fly.

The two huge mounts are also perfect for turret beams.

But that doesn't answer my actual question: do fixed forward turrets still get affected by chaff?
 
Good point OP. I started to test turrets after FD fixed them months ago. Switching turret mode is indeed a new interesting way to fight. BUT you can only do that in the right panel and in stressing situations you will not have the time to do it.
I wish they introduced a simple new keybind to switch turret modes and give us new opportunities. Actually I'm testing a couple of class 2 turret pulses on my Python (yes I am!) and they work like a charm against medium-small treats, but when enemy launches chaff they become a useless capacitor sucker. By now I had to make a dedicated fire group without turrets, to deactivate them on the fly in such situations.
 
in my python now i have 2 large pulse (gimble) one large frag cannon (fixed, bottom center mount) and 2 med turret multi cannons..

i dont mind if they chaf as i always have my fixed frag cannon which does the most damage any way. also i can unlock and still use the pulse lasers.
the multis are only really there to add up the numbers. but they do a reasonable amount of damage when the chaff goes away.

but like i said with the above set up it does not really matter if my turrets arent firing for 5-10 seconds. the damage does not stop in that time. and as i usually only use my pulses for stripping the shields, if i do have to use them beause of chaff then the dps is about the same..

i really think chaff is over used and not much use to be honest.
 
switching turret to fixed does the same as unlocking a target, the turret will fire forward from its mount ragardless of anything.
 
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Good point OP. I started to test turrets after FD fixed them months ago. Switching turret mode is indeed a new interesting way to fight. BUT you can only do that in the right panel and in stressing situations you will not have the time to do it.
I wish they introduced a simple new keybind to switch turret modes and give us new opportunities. Actually I'm testing a couple of class 2 turret pulses on my Python (yes I am!) and they work like a charm against medium-small treats, but when enemy launches chaff they become a useless capacitor sucker. By now I had to make a dedicated fire group without turrets, to deactivate them on the fly in such situations.

Simply un-target your foe. Turrets and gimbals will then act like fixed weapons (but without the "micro-tracking").
 
Simply un-target your foe. Turrets and gimbals will then act like fixed weapons (but without the "micro-tracking").

That's not as easy as it sounds when you're in something like a Cutter vs something like a Viper. At least with fixed turrets you can keep tracking and take potshots
 
To answer the OPs q as completely as possible...

Turret fire modes...
Fire at will: Turrets will track and fire on any threat, but will be decoyed by chaff in this mode.
Target only: Turrets will track on your current target but will be decoyed by chaff. You must give clearance to fire with a trigger press but after that they will fire on the designated target autonomously until it goes out of scanner range, is destroyed or you select a different target.
Forward fire: They target like fixed weapons, including the "micro-tracking" that is not affected by chaff and only fire on a trigger press, but of course only do the damage of a turreted weapon.

Untargeted turret in target only mode will behave ALMOST like fixed but won't have the micro-tracking.
 
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