CMDRs : your ideas & tips for modded turrets on the big three ships.

I must say I'm struggling with this. Initially I gave over the smallest 2 hard points on my "big three" to turrets, one to a seeker missile launcher, and the other to a corrosive shell MC.

This, I thought, would provide a baseline for offering a basic gunner role aboard them. Having watched a few beta videos lately I got inspired to have the option of giving over more of the hard points to crew.

I bought and moded a class 3 turreted beam, cannon and frag cannon. Having fitted the cannon and pulse to the upper class 3 HPs on The Cutter, it didn't take long to realise the DPS effect was the same as simply removing one of the Class 3 gimballed MCs I normally use. in terms of DPS, this represents almost a third of the ships over all DPS value. This is a real switch off to wanting to develop the turreted gunner role for me. It seems like way too much to give up

What are your tips and ideas for including turrets in a meaningful way and not damaging the DPS of the ships so severely?
 
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I tried turrets on my conda and they seemed very weak. They should use more power but do the same damage as gimballed. Would make cargo ships more valid in combat too.
 
I have had some issues finding a decent multicrew build also. I finally settled on the cutter as multicrew ship.
I ended up putting 2 class 2 turreted pulses on the belly and 2 class 3 turreted pulses on top, and 2 packhounds on the last class 2 hp's. I kept only the huge hardpoint for myself; it is just a gimballed multicannon.
Both pack hounds and turrets are all engineered grade 5 rapid fire. I tried flying solo against NPC big ships and wings, and had no problem taking them out. The turrets seemed to weigh up their lower dps by their increased time staying on target, continuously firing.

Solo build for my cutter is normally 4 packhounds and multicannons on the bigger hardpoints, all engineered.
TTK has increased a bit, but it is still decent. I have more or less accepted there will be some underperformance while running multicrew anyway ;)
 
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dpeends on what weopaon you use and which range you fight, an ym lasers, I go with focussed ones, they add nice reach and make the armor piercig a lot better so that hulls of most medium and bigger ships don't reduce the damage too much.

I tried turrets on my conda and they seemed very weak. They should use more power but do the same damage as gimballed. Would make cargo ships more valid in combat too.

in that case use overcharged ones that has exactly that effect. But laser turrets alerady eat a laod of energy for hardly any damage, especially c2 and below.
 
I have had some issues finding a decent multicrew build also. I finally settled on the cutter as multicrew ship.
I ended up putting 2 class 2 turreted pulses on the belly and 2 class 3 turreted pulses on top, and 2 packhounds on the last class 2 hp's. I kept only the huge hardpoint for myself; it is just a gimballed multicannon.
Both pack hounds and turrets are all engineered grade 5 rapid fire. I tried flying solo against NPC big ships and wings, and had no problem taking them out. The turrets seemed to weigh up their lower dps by their increased time staying on target, continuously firing.

Solo build for my cutter is normally 4 packhounds and multicannons on the bigger hardpoints, all engineered.
TTK has increased a bit, but it is still decent. I have more or less accepted there will be some underperformance while running multicrew anyway ;)

thanks cmdr.
 
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