Multicrew and managing turret DPS loss.

Are other CMDRs concerned about constant refitting of ships allowing for turret mode and fellow crew, or do you have other strategies in mind?

Or maybe you are just going to ignore multicrew altogether.

How will you fellow CMDRs relate to it, and if you do take part, how will you manage the multicrew and the inclusion of turrets for this role in terms of fitting out your ships?
 
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Deleted member 38366

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For every test run, I might not have to physically meet with other CMDRs at a Station - but I'll sure have to dock at one to retrofit Turrets ;)

Instead of selling them, I retained a few mildly modded C3 Turrets. Still, it would be a digital thing for me.
No MultiCrew use = No Turrets on any of my Ships.
MultiCrew = dock and do a complete retrofit.
MultiCrew Member goes offline = stop fighting, dock and do the complete retrofit again.
 
For every test run, I might not have to physically meet with other CMDRs at a Station - but I'll sure have to dock at one to retrofit Turrets ;)

Instead of selling them, I retained a few mildly modded C3 Turrets. Still, it would be a digital thing for me.
No MultiCrew use = No Turrets on any of my Ships.
MultiCrew = dock and do a complete retrofit.
MultiCrew Member goes offline = stop fighting, dock and do the complete retrofit again.

This is what I feared. The gunner role is going to be a rare beast.

Suggestion: maybe insta-ship loadout templates, via accessing selectively stored modules could make this a more viable proposition, otherwise we are either going to be in outfitting a great deal or ignore the gunner altogether??

Who will sacrifice 48% DPS or spend hours in outfitting otherwise?
 
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I hope the helm would be able to lock turrets from gunner. I fly a turreted Vette and I don't mind one or two CMDRs riding along for some bounties, but I do mind them using my turrets. These are specifically tailored for my gameplay style and would most likely perform worse if used by crew member with little or no experience flying ship like my Vette.
 
You know that's a great question, one I've been thinking about since annoucment.

My fiance, soon to be wife, likes Elite. She doesn't like flying the ships.

She has expressed in earnest how she would much prefer to just operate the turrets and let me fly around.

In the entirety of my fleet, I employ precisely ZERO turreted weapons.

Do re-think my outfits so that one or two ships could swap to some turreted weapons? Do I build a dedicated multi-crew ship?

I JUST DON'T KNOW
 
I hope the helm would be able to lock turrets from gunner. I fly a turreted Vette and I don't mind one or two CMDRs riding along for some bounties, but I do mind them using my turrets. These are specifically tailored for my gameplay style and would most likely perform worse if used by crew member with little or no experience flying ship like my Vette.


I'm thinking this premium weapon could have variable DPS depending on the mode of use.

More DPS if set to gimballed and more again if on forward only... Maybe not quite as much as the real thing but closer.

Then we could install turrets permanently without the massive loss to DPS or the potential hundreds of hours in fitting way down the line.

Or the worst case scenario, CMDRS ignore the gunner role almost altogether.

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You know that's a great question, one I've been thinking about since annoucment.

My fiance, soon to be wife, likes Elite. She doesn't like flying the ships.

She has expressed in earnest how she would much prefer to just operate the turrets and let me fly around.

In the entirety of my fleet, I employ precisely ZERO turreted weapons.

Do re-think my outfits so that one or two ships could swap to some turreted weapons? Do I build a dedicated multi-crew ship?

I JUST DON'T KNOW

In preparation, I've replaced two of the smallest hard points on my three big ships, each with a seeker missile rack and a turreted multi cannon.

It feels a bit cheep though inviting a CMDR aboard to dish out about 15% of the potential firepower of my ships.

I can't think of another solution either apart from constantly outfitting 24/7 in the game.

It seems like another thoughtless omission on FDs case, like requiring commodities for engineers without any storage.

Will they be back peddling again soon? This seems like a real bar to the uptake of gunners to me.
 
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I have been getting used to 4 turrets on my Corvette. But the DPS from MCs compared to gimballed for my size 2s is an absolute joke. I don't see how they will convince others who are less excited for multi crew than I am to make the switch to turrets.

I am genuinely worried that I will actually be handicapping my ship just for the sake of multi crew. The answer is simple. Buff turrets across the board. Not so much for lasers but kinetic turret weapons certainly need a buff.
 
My Conda and Python have turrets to nail those pesky Eagles and SLF's. I have gimballed weps as well, but I shouldn't have to change much for M/C.

Turrets don't do as much DPS, buyt they do hit more often than fixed / gimbals.
 

Deleted member 110222

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I've stuck beam turrets on my Caravel. In every build.

They have less DPS but they can fire for a long time. My Unicorn is ready for MC.
 
My Conda and Python have turrets to nail those pesky Eagles and SLF's. I have gimballed weps as well, but I shouldn't have to change much for M/C.

Turrets don't do as much DPS, buyt they do hit more often than fixed / gimbals.

I think, with this thinking you are relagating multicrew to those pilots who allow the computer to take the strain, the most focused and skillful pilot will not want to take part. I'm not knocking your skills CMDR, though I hope you see that those pilots who have spent the time to learn to use fixed weapons will be discouraged from multicrew gunners and the refitting grind it presents to them.
 
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I have been getting used to 4 turrets on my Corvette. But the DPS from MCs compared to gimballed for my size 2s is an absolute joke. I don't see how they will convince others who are less excited for multi crew than I am to make the switch to turrets.

I am genuinely worried that I will actually be handicapping my ship just for the sake of multi crew. The answer is simple. Buff turrets across the board. Not so much for lasers but kinetic turret weapons certainly need a buff.

Thanks CMDR, but I have to disagree. I suggest either a loadout interface, with easy access to (not tele-present!) ship loadouts from stored modules, or a variable turret DPS model allowing this premium weapon to be installed and offer differing DPS values depending on the mode of use, either turreted, gimballed or forward only/fixed modes.

This would save hours of outfitting, and potentially include all Commanders in participating in the gunners aspect of multicrew, without the tedium of constant outfitting just to take part.

I think FD are dropping the ball potentially here again, like including engineering materials, without any storage.

I wonder how long it will take them this time to realise this is a huge bar to the uptake of this new feature...
 
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I think, with this thinking you are relagating multicrew to those pilots who allow the computer to take the strain, the most focused and skillful pilot will not want to take part. I'm not knocking your skills CMDR, though I hope you see that those pilots who have spent the time to learn to use fixed weapons will be discouraged from multicrew gunners and the refitting grind it presents to them.

You're exactly right.

I spent the last 2 months gitting gud with fixed cannons in preparation for the buff to fixed weapons, stacked with the buff to cannons overall. Now these things are just awesome. One shotting smaller ships, two or three shotting power plants on big ships. Just Epic.

Those bad boys are going NOWHERE.
 
I already use turrets where appropriate, and one place where people seem to think they're not (on my FDL, two medium, turreted Frag Cannons, with Double Shot + Corrosive or Incendiary). Leaves me free to fire the Rails at will.
 
I already use turrets where appropriate, and one place where people seem to think they're not (on my FDL, two medium, turreted Frag Cannons, with Double Shot + Corrosive or Incendiary). Leaves me free to fire the Rails at will.

That sounds like the best of it.

I use fixed beams and gimballed multi cannon in much the same way. I'm still not easy with loosing 50 percent damage for the convenience of turrets though.
 
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