Noob combat question.

This is probably pretty basic but how do you get turrets to stop firing without unselecting the target? Doing that is annoying because then you've got to point at them to lock on again.
 
This is probably pretty basic but how do you get turrets to stop firing without unselecting the target? Doing that is annoying because then you've got to point at them to lock on again.

You can alter turrets' firing behaviour in your in-game ship setting but I'm not sure that there is a setting that turns them off completely.

Probably your best bet is to have a Fire Group setting that doesn't include the turrets, as well as one that does. You can switch to it, and the turrets should stop firing. Switch back to your turret setup and they'll start firing again.

I think that's the only way to achieve what you're trying to do.
 
You can switch to a different fire group, that doesn’t include them. They’ll stop firing until you hit the trigger again (just don’t use “fire at will”).
 
You can switch to a different fire group, that doesn’t include them. They’ll stop firing until you hit the trigger again (just don’t use “fire at will”).

Surely if you switch to a Fire Group combination that doesn't include the turrets, they aren't allowed to fire at all?
 
Switching to another fire group is probably the easiest method.

But remember you also reacquire a lock on your target by using the contact tab on the left pannel.
Or use the key binding like "select next target", or "select next hostile", if you have those set up.
 
Didn't think about using a different fire group. I'm using all beams except for the two hardpoints underneath which are multi cannons on my conda. I haven't got the beams all efficient modded yet so they rinse through the capacitor. I wanted to stop firing them to let it recharge a bit while I lay waste with the MCs which don't seem to be as taxing on the power distributor.
 
Didn't think about using a different fire group. I'm using all beams except for the two hardpoints underneath which are multi cannons on my conda. I haven't got the beams all efficient modded yet so they rinse through the capacitor. I wanted to stop firing them to let it recharge a bit while I lay waste with the MCs which don't seem to be as taxing on the power distributor.

do you maintain your pips accordingly?
 
You can alter turrets' firing behaviour in your in-game ship setting but I'm not sure that there is a setting that turns them off completely.

Forward Fire. It locks all turret forward and turns them into ether gimbled or fixed weapons (can't remember which) and they can only be fired manually.
 
I guess different fire groups is the answer. Kind of annoying though, you'd thing you could have the ability to stop firing just as easy as you start. You pull the trigger to start firing, don't have to hold it down, so why doesn't another pull stop the guns firing?

On another note, any Anaconda pilots, what do you use on the 2 hard points underneath? I've got a huge MC but I don't know about the other one yet. It seems like it's in a really useless place.
 
Forward Fire. It locks all turret forward and turns them into ether gimbled or fixed weapons (can't remember which) and they can only be fired manually.

With one important difference, if I am correct, they still have the much reduced damage output.
 
I guess different fire groups is the answer. Kind of annoying though, you'd thing you could have the ability to stop firing just as easy as you start. You pull the trigger to start firing, don't have to hold it down, so why doesn't another pull stop the guns firing?

On another note, any Anaconda pilots, what do you use on the 2 hard points underneath? I've got a huge MC but I don't know about the other one yet. It seems like it's in a really useless place.

What others wrote about switching fire groups. Assuming you want to halt fire due to the target launching chaff, the moment you switch fire groups (with no turret(s) in alternate group), they stop firing.

Quickly switch back to enable them again with next trigger pull; better yet, use a fixed weapon in the switched-to fire group and fire those until chaff dissipates, and then switch back. I like this better than a second trigger pull.

I haven't seen where changing fire groups unlocks the target; it just stops the turret fire. Seems the feds or other friendlies are always crossing my line of fire; toggling fire groups stops turrets for that moment I want them to stop, and then re-engage with a pull.

Both hardpoints under the conda are great, especially for fixed weapons (no conversion issues). I use a C4 and C3 PA on same trigger (both with long range mod) for alpha damage. The conda is the only ship on which I use turrets, due to slower turn rate. Turrets on top and sides and fixed on the belly is working well for me, but I'm a new conda driver so experience is limited.

One final note: limiting fire groups to two creates a simple toggle for the deactivating/reactivating turrets. I use a KWS on the same alt trigger position as PAs and have this as default when scanning targets. This prevents accidentally firing on a target when you meant to KW scan (ask me how I know...)

ETA - From above post: Setting to Forward makes them fixed weapons, assume with the reduced damage. Less useful setting......
 
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1. You can target cycle (next-target then previous-target) but this loses your subtarget focus.
2. You can switch to a fire group that doesn't include the turrets but this is annoying if you already have multiple fire groups to cycle through.
3. You can stow your weapons and immediately redeploy them again by doubletapping your stow weapons binding.

I prefer option 3 because it does not have the downside of losing your sub-target or requiring me to setup an additional fire group and then remember how many I have for each ship.

In other news, I would LOVE it if there was a hotkey to toggle the different turret modes. I would obviously change them from "my target" to "fixed forward" upon chaff or heatsink.
 
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Forward Fire. It locks all turret forward and turns them into ether gimbled or fixed weapons (can't remember which) and they can only be fired manually.

It turns them into Fixed weapons.

Not the most efficient means of stopping them from shooting something though. I generally set my turrets to "Target Only", as setting them to "Fire at will" can become chaotic or unhealthy for inattentive commanders.
 
One interesting point about turrets is that they have the best damage per MJ of distributor draw.

If your loadout is limited by the recharge rate of your WEP capacitor, using turrets will get you more dps than fixed.
 
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