Or inertial impact for bursts is even a better example
I once did inertial impact rapid fire busts. It was hilarious. I was missing the target at 500m.
Or inertial impact for bursts is even a better example
I'm not seeing a convincing argument as to why people who don't use turrets would start using a disco ball variant. The main reason i tend to see for people not using turrets is elitism.
Inertial Impact Bursts are actually super OP...against large ships at close range. I easily made top 10 on that CG with pirate activities about six months ago using them on my corvette.
Well, because they're doing the same thing they did before, only now with the potential to do vastly more damage if you don't turn for a little bit. I don't see the downside, myself.
Not using turrets currently is almost always a practical decision. They just don't do enough damage to justify themselves in most cases. Even on my T10, I only use them on one side of my ship, so I can take maximum advantage of keeping them firing 100% of the time, by always facing that side of my ship towards my target.
It would be nice if ships had a back-facing hardpoint exclusively for turrets, now that I think about it.
So.... you're ok with the idea of adding them as an optional variant, rather than replacing what exists?
Also, you're saying they "don't do enough damage to justify themselves in most cases" but as you said, your variant would produce roughly the same damage... so, niche would remain niche.
Not sure why FD would bother in that case.
No. They wouldn't be doing exactly what they currently do.Well the point being that they do exactly what they currently do AND other stuff, too. So their niche is a lot wider than before.
No. They wouldn't be doing exactly what they currently do.
They might result in the same amount of damage, but that doesn't mean they're doing the same thing they did before. Maybe you want a turret to keep hitting a ship with something so that their sheild doesn't regen while you're turning to line up with some fixed weapons. Maybe you want turrets for keeping some sort of debuff (corrosive MCs, for instance). If they're missing most of the time, you're not hitting them with the debuff. Damage isn't the only reason to shoot someone.
There is one other thing that makes turrets nice. They dont wobble. Which makes them rather nice as long range weapons
Your proposal will ruin them in that regard
You'd think that, but they actually do have some wobble, it's just much slower than gimbals. It's more than enough to miss at longer ranges. It does help a little bit at medium range, but I think the gradually improving accuracy would make up the difference.
So I have a few responses, first being that I think Frontier did OK balancing turrets by doing reduced damage compared to fixed/gimbaled counterparts. Do I think they made the damage too low? Back at launch? No. Now with inflated hitpoints on everything from engineering? Absolutely they do way too little damage.For pve, breathing and mashing buttons works fine.
turrets should be just as powerful as their fixed counterpart for damage.
Instead, they shouldn't auto-fire willy nilly. NPC's you hire should be assignable to turrets or if you have no npcs or they are busy flying an slf or something.. NPC's (or humans) greatly increase the viability of turrets, but they can only operate one at a time. they should only auto-fire when a target lock is made. The target locks vary based on class of hardpoint as well as your sensor module. Low class sensors are horrible at making a target lock for your turrets.. Higher class sensors are better.
This creates incentive to equip something other than class D sensors. So ships with better operating auto-turrets have a downside as high class sensor modules are costly in mass and energy usage. And your turrets don't need to be buffed or nerfed to some stupid level. And you have a purpose for your npc crew. (they can be used instead of better sensors but how good they are depends on their rank)
Also, limiting turrets to specific hardpoint locations is an option. Aft ship and other blind-spot areas. In the imaginary future where large ships are balanced properly so they dont maneuver like little fighters, those ships would be allowed to equip all over (and probably would need to).
@Northpin when turrets are in Fire At Will they are completely immune to crimes as they only shoot at hostile targets, even if they hit someone you don't have legal authority to hit, turrets will NEVER generate a crime in Fire At Will. When the turrets are in Target Only mode you have fire control to choose when they fire, if you choose to start shooting something with the turrets that you don't have legal authority to shoot at it WILL generate a crime; however if you are shooting at a legal target and your turrets miss and hit someone or something else that would normally generate a crime, the crime is ignored COMPLETELY.And one other thing regarding turrets.
People that hate them should try to use them with fire at will. Sure, that might be dangerous due to friendly fire in certain circumstances.
But when friendly fire is not an issue, try them
Turrets ABSOLUTELY require skill to use in high tier PVP. If you want to keep your turrets Time On Target high, especially large turrets, you really need to lean into flying the ship in ways that the turrets tracking speed can keep up with. I say this having been using turrets for well over 5,000 hours on my Python.yea, but how much of that is simply to make up for crap piloting skills and how much is actual ship balance?
the balance of the weapon needs to be made without considering the skill of the player. and it seems rather turrets have been balanced as a crutch for the handicap of sucking at flying.
Because when you dont factor in player skill, turrets become too over powered or too ridiculously nerfed because the way the game currently works doesn't have any real skill based mechanics that turrets can leverage to justify their existence.
I've had the ability to switch my turrets into forward fire only mode help me win several fights (all pre-engineers) and there are some circumstances where I use forward fire mode to shoot things I can't target on the ground with my beams, so no, please don't try to take that away from me. It's useful.Practically speaking, the forward fire thing probably shouldn't exist. At present it's almost always useless, and it breaks suggestions like mine.
Honestly, the more I think about it, the more I'm of the opinion that it should probably happen opposite of how I'm suggesting. All guns should do the same amount of damage, but the wider their firing arc, the less accurate they become. So gimbals miss about 25% of the time, and turrets miss about 50% of the time.
The net result is the same amount of damage as presently, but with a more reasonable justification for why gimbals would reduce their damage.
I think it would be kinda cool, honestly. Not to mention intimidating. Like flying into the flak over a city in WW2. Just the lightshow would be enough to make people hesitant to charge in.
Almost every experienced/veteran Commander I fly with runs at least 2 turrets (usually beams) on their large ships for PVE with the rest being focused damage dealing weapons. Primarily because the beams don't just do less damage, that also have a significantly reduced distributor draw which allows a heavily engineered ship in PVE to basically keep infinite Time On Target with properly managed distributor... Which means no regen for the NPC's unless they chaff.Unless, of course, they determine that the tiny portion of players using turrets at the moment isn't as important as the potentially much larger number who could be using them. Especially since, again, the current users would still get exactly the same results or better.
Inertial Impact Bursts may be OP but a weapon that is completely useless past 500m on large ships that need turrets to even keep consistent fire on a target is not even remotely practical when the majority of PVP ships go 450ms+. Literally 1-1.5 seconds and any pvp ship is completely out of range and just laugh and melt you from afar.Inertial Impact Bursts are actually super OP...against large ships at close range. I easily made top 10 on that CG with pirate activities about six months ago using them on my corvette.
Well, because they're doing the same thing they did before, only now with the potential to do vastly more damage if you don't turn for a little bit. I don't see the downside, myself.
Not using turrets currently is almost always a practical decision. They just don't do enough damage to justify themselves in most cases. Even on my T10, I only use them on one side of my ship, so I can take maximum advantage of keeping them firing 100% of the time, by always facing that side of my ship towards my target.
It would be nice if ships had a back-facing hardpoint exclusively for turrets, now that I think about it.
I'd rather you could set Turreted weapons to a Fixed or Gimbled mode with an associated increase in damage (and adjustments to DD/PWR/Thermals). Likewise, if your target drops chaff the gimbled and turreted hardpoints should automatically revert to fixed-fire mode with attendant damage increase. Turrets become a logical choice for large ships because of their versatility.Right now, Turrets are a very, very niche weapon choice. Low damage is only slightly compensated for by slightly better DPE and a wider firing arc, and the vast majority of ships simply aren't slow enough for them to really matter. The only place you consistently see them is on afk boats, which isn't exactly top-tier gameplay!
Human multicrew can operate all your turrets, I don't see why the same benefit shouldn't apply to an NPC manning the turrets as well. Bottom line: an NPC crewman should assignable to Turrets, at which point the turrets ignore chaff and their accuracy is determined by the Crewman's rank. They get paid enough, and that'd create an incentive to hire two crewman (one for turrets and one for a fighter).<snip>
NPC's you hire should be assignable to turrets or if you have no npcs or they are busy flying an slf or something.. NPC's (or humans) greatly increase the viability of turrets, but they can only operate one at a time.
<snip>
Ok so first... I LOVE the idea of turrets switching automatically to forward fire when my opponent chaffs. This idea makes my eyes well with tears at how AMAZING it would be and how much it would improve my quality of life... I spend SOOO MUCH TIME with half my weapons being literally useless due to chaff.I'd rather you could set Turreted weapons to a Fixed or Gimbled mode with an associated increase in damage (and adjustments to DD/PWR/Thermals). Likewise, if your target drops chaff the gimbled and turreted hardpoints should automatically revert to fixed-fire mode with attendant damage increase. Turrets become a logical choice for large ships because of their versatility.
Human multicrew can operate all your turrets, I don't see why the same benefit shouldn't apply to an NPC manning the turrets as well. Bottom line: an NPC crewman should assignable to Turrets, at which point the turrets ignore chaff and their accuracy is determined by the Crewman's rank. They get paid enough, and that'd create an incentive to hire two crewman (one for turrets and one for a fighter).
That would make gimballed weapons completely pointless.I may be coming in late here. It would be nifty to have the different turret modes change the stats of the weapon. For instance, "Fire Forward" converts the hardpoint into gimbled, and gains the gimbled weapon stats for being locked in place; Meanwhile, under "Target Only" or "Fire At Will" retains the base turret hardpoint stats.
This may improve the valuation of turrets, where Commanders could use one hardpoint for gimbled i.e. "Fire Forward" and multi-crew; however, Elite Dangerous would need to provide a mode override under the module inspection view. This way you can designate which turret hardpoints are for multi-crew gunners.
That would make gimballed weapons completely pointless.
So... turret ships essentially become rng frustration machines for people fighting with and against them?Right now, Turrets are a very, very niche weapon choice. Low damage is only slightly compensated for by slightly better DPE and a wider firing arc, and the vast majority of ships simply aren't slow enough for them to really matter. The only place you consistently see them is on afk boats, which isn't exactly top-tier gameplay!
So here's the idea; massively - and I mean MASSIVELY - buff their damage. But at the same time, make them EXTREMELY inaccurate, to force attackers to play defensively. Furthermore, whenever the ship equipped with them changes course, the turrets aim would be disturbed.
I'm talking 75% miss rates, here. These guns should be the meaning of spray and pray. For example, consider a current C3 turreted multicannon. It does 9.5 DPS, compared to 18.8 for the fixed version. It's basically doing the same damage as a class 1 cannon.
In my proposal, its damage would be buffed to something like 40 DPS - but again, it would miss 75% of the time, especially equipped on a ship making frequent course corrections. Even in ideal circumstances, it would still have a fairly wide cone of fire, benefitting small ships and fighters.
However, as the target remains in range, slowly, ever so slowly, this very poor accuracy would sloooowly resolve, growing more and more accurate with each shot. Players attacking a ship outfitted with a full compliment of turrets would be like bombers flying in to attack a city guarded by flak; explosions raining around them, darting back and forth to avoid AA fire, before swing in to unleash carefully-timed attacks before dodging back out of range again to reset the targeting!
A key factor would be making sure they're not overpowered in attacking hands. The last thing you want is someone to ram someone else and unload 500 gigawatts of particle energy from turrets.
My tentative solution is that at extreme close ranges, the turrets would get 'confused' by the target being, apparently, everywhere. Rather than firing constantly, they'll move from one firing position to another before firing, trying to locate the center of the target. As the enemy stays close they'll slowly fire faster and faster, but it'll be enough time for a ship under attack to get out of the way, but not so long an attacker can just sit on a defending ship's side and not take any damage.
The ideal goal is that defending convoys that stick together can marshal a powerful defensive spray of fire, but these weapons couldn't be used terribly effectively by attackers.
So... turret ships essentially become rng frustration machines for people fighting with and against them?
Either it's predictable enough to be trivial, over powered to the point that it makes it far easier to high wake safely, or it's an rng nightmare.Not at all. The attackers need to make quick attack runs, facing meaningful risk as they do so. Defenders are encouraged to fly in convoy and maintain formation, to maximize their effectiveness.
The increases in accuracy would happen predictably, so attackers would have a skill component involved, moving in and out of range, while defenders would want to maximize their attack surfaces while minimizing their vector adjustments, also requiring skill, just of a different sort.
As opposed to right now, where functionally the only way of survival is to high wake as quickly as possible and run away.
Either it's predictable enough to be trivial, over powered to the point that it makes it far easier to high wake safely, or it's an rng nightmare.
It's already no easy task to take a ship down before it high wakes. Make it more difficult and it will become near impossible to actually catch anyone.Predictable is fine, as long as it's difficult.