Get the hell out of the line of fire if you don't want to get hit!

So, I'm in a res, with mostly turreted weapons. How did I a) get a bounty for assault, and b) get a bounty for MURDER, when my ship is controlling who gets shot and didn't actually even murder anybody? (the victim died but as a result of the combat situation and certainly not from one stray shot from me.) Turrets used to have a certain exemption when it came to finding the CMDR at fault for damage due to them being, you know, mostly out of your control. When did that change?

I understand this is something to be addressed in 3.0, with the advent of reckless discharge of weapons, but if stray damage causes you to be faulted for murder when YOU AREN'T SHOOTING THE VICTIM, then we still have a long way to go. ...though it's still a welcome and wonderful change.
 
Same thing happened to me last week, I was a bit gutted as I play in iron man mode and instantly got killed so I had to clear my save. Good job that I like sidewinders.
 
Getting a murder bounty in those circumstances is really the "worst case scenario".

You hit somebody with stray fire and then other ships finished them off.
You contributed to their destruction and, as a result, you share responsibility for the murder.

Git gud.

*EDIT*

For the sake of being informative, if you ever get a bounty for "friendly fire", jump away immediately.
Even if you're not in any danger, get out of there just in case the ship you hit does get destroyed and you end up with a murder bounty.
 
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I've found turrets to be entirely useless in hi res sites because of this. My idea, many moons ago, was to have an Anaconda with all turrets that I could serenely float through the res site obliterating everything all around me with pin-point turret fire. What actually happened, every single time, was I would be in there seconds before a turret hit someone, got me a bounty and the sys security all turned on me and I had to flee.

I'm guessing the turrets do not cease firing when another ship flies between you and your target. Seems a fairly basic thing to alter but there we go...
 
I've found turrets to be entirely useless in hi res sites because of this. My idea, many moons ago, was to have an Anaconda with all turrets that I could serenely float through the res site obliterating everything all around me with pin-point turret fire. What actually happened, every single time, was I would be in there seconds before a turret hit someone, got me a bounty and the sys security all turned on me and I had to flee.

I'm guessing the turrets do not cease firing when another ship flies between you and your target. Seems a fairly basic thing to alter but there we go...

Turrets in "fire at will" and "target only" mode shouldn't cause any form of crimes for accidental fire; normally they automatically cease fire if any friendly or neutral ship blocks the line of fire, and even if they hit one e.g. due to chaff or generally turret jitter) they are not supposed to trigger crimes.
 
Git gud. Lol

Nah, turrets are iffy.

In one case I had 4 turrets on my Anaconda (before I learned to be more effective with gimballed), and they all tried to shot through a security Anaconda to hit the target behind it.
Nothing happened. No assault or anything. And the security Anaconda took a good load of hits. (I could see at this point because the target was in my forward view)

Then another time, I just became wanted for assault out of nowhere. No idea what was going on. My turrets were firing, but I couldn't see because it was off to the side.

Turrets are too likely to be a liability.

So I switched to a mix of gimballed weapons, and missile launchers.
Missiles (particularly Packhounds) can trigger assault too, but it's rarer.

CMDR Cosmic Spacehead
 
You think thats bad, I got a murder bounty when a police ship rammed into the back of me as I was leaving a station. Wasnt going fast (this was even before the speedi restrictions were put in anyway), just cruising slowly out of mass lock range in my anaconda when I see a green triangle coming up behind me, there was loud engine noise, a bit of a bump, a bang and I got hit with a murder bounty. :D
 
Turrets in "fire at will" and "target only" mode shouldn't cause any form of crimes for accidental fire; normally they automatically cease fire if any friendly or neutral ship blocks the line of fire, and even if they hit one e.g. due to chaff or generally turret jitter) they are not supposed to trigger crimes.

That was not my experience. I tried multiple times and ended up with a bounty every time. So I gave up and went gimballed instead.

Having said that, my current build has turreted long range pulses on the small hardpoints just for tagging targets and maintaining fire on small targets. They never seem to gain me a bounty. Perhaps it's a function of the damage done?
 
I was in a RES and accidentally caught a system authority vessel that flew in between me and the ship I was targetting but I got a "cease fire, you're hitting the wrong target" message. So they can be made to understand instead of turning into full mental retaliation.


aBeiZAY
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I accidentally caught a system authority vessel that flew in between me and the ship I was targetting but I got a "cease fire, you're hitting the wrong target" message. So they can be made to understand instead of turning into full mental retaliation.


https://imgur.com/aBeiZAYhttps://i.imgur.com/aBeiZAY.jpg

Currently depends on faction reputation but mainly there is a damage threshold. Use a railgun or beam laser and 1 hit agro. Use a multi-cannon or other kinetic low damage weapon and generally you'll be ok as the damage you'll do to the police shield is minimal..

Additionally smart rounds and or healing beams are a really good choice, just leave 1 hardpoint non-smart/heal engineered otherwise you'll never be able to agro any enemies.

And/or fight in Anarchy or Haz Res. Works well for me.
 
Nah, turrets are iffy.

Can't agree with this.

Turrets are fine as long as you're smart enough to assign 'em to a fire-group in a way that allows you to switch 'em off easily.

If you're flying a big, lumbering, ship then enabling and disabling turrets should become as instinctive as letting go of the trigger when you see a yellow blob moving toward the middle of the scanner.
 
Can't agree with this.

Turrets are fine as long as you're smart enough to assign 'em to a fire-group in a way that allows you to switch 'em off easily.

If you're flying a big, lumbering, ship then enabling and disabling turrets should become as instinctive as letting go of the trigger when you see a yellow blob moving toward the middle of the scanner.

If they weren't iffy you wouldn't have to do any of that.
 
Turrets should never trigger a bounty when only firing at the selected target. Sounds like a bug of some sort.
 
Turrets should never trigger a bounty when only firing at the selected target. Sounds like a bug of some sort.

Turrets aren't perfect and even if they were any weapon that fired projectiles with travel time would add unpredictability.

Ultimately, it's up to the pilot to have some situational awareness and disengage their weapons when there is a chance of striking unintended targets.
 
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