Gunner focused engineering for turrets

I think it would be really cool to add engineering for turrets and allows them to have their full fixed stats but make it so they don't function at all without a gunner in the seat. Right now the gunner seat kinda feels useless given the current setup and this would have a significant trade off but would be huge in making something like the alliance crusader significantly better with someone in the seat. Alternatively, experimental engineering that regens kinetic ammo, or halves the distro draw while a gunner is in the seat would also serve a similar purpose since you could with efficient engineering + the experimental gunner engineering have regular strength aimable beam lasers with decent DPE and DPS.
 
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Sooo you just want to make your AFK build better...
I don't play afk at all. I want the actual gunner seat to be worthwhile which is basically the opposite of an afk build as it requires 2 people to be present. Even still, NPC crew is gonna be better in a fighter as it's an extra huge hard point equivalent even if they allowed the gunner role to grant bonuses for NPC crew so it's not valid in any stretch.
 
I actually made some builds earlier and I think this might already be a thing in terms of energy when firing and thermal load. I tried it out with some plasma chargers the other day and they were able to be charged and fired indefinitely without overheating. I did see that thermal vent didn't work on beam lasers but I also saw my friend was able to fire my beam lasers non stop without heating up or touching my distributor. I did have efficiency on them but they can't usually fire non-stop without thermal vent. I think the reason thermal vent might not work is either because it becomes too efficient or because some hidden gunner "experimental" is being applied behind the scenes which takes over the existing experimental. I have to test this some more but the gunner seat might actually be worthwhile to go high damage low energy efficiency on if there is a secret efficiency modifier going on top. I pretty much always go 4 pips in weapons so the extra pips definitely isn't the reason either.
I was in a ax planetary zone and we were spamming plasma chargers, beam lasers, and guardian gauss non stop without any issues in my alliance crusader with a guardian power distro and power plant. When I use them in fixed mode it overheated remarkably fast so something weird is at play.
Edit:
Actually the beam lasers weren't even efficient, they were long range for thargoids. So it might be even more potent.
 
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