Hello, So I was running some tests today with LR engineering. It started a while back because I play a type-10. In my imagination I can hear everyone say "FIXED IS MOST DPS" but it also necessitates a HOTAS setup and grade 5 drag drives and all that. -- That being said I am a believer that there should not be a single way to play. Turreted weapons, though taking a hit on DPS, have a longer time on target, which I should be ok with if I am flying My T-10 around. (which the T-10 is SUPPOSED to be a combat ship)
So I Put some turrets with LR engineering on them thinking that pirates and the like wouldnt be able to run away.
Low and behold, all they have to do is get 3k off and my turrets just stop shooting.
so I did some testing. It seems that the LR mod DOES apply in
Forward Fire mode.
In Target Only mode the cap is 3k
and in Fire at will something closer (idk it is too unpredictable. Maybe 2k or 1.5.)
So I guess what I am asking is can we fix this? It is a different fighting style to have turrets (WITH A FRIGGEN 60% DAMAGE NERF and like a 3x increase in price or more which affects buy backs) that stay on target while I evade. It shouldn't be such that I HAVE to have a combat ship to stand a chance.
I should be able to make force shell LR turrets that can prevent some fixed weapons newb from just ganking. (not that I mind it all that much, it is a game after all)
Please, FDEV make turrets at least partially relevant? I mean then it would take skill to pvp not just "I HAVE GRADE 5s AND SOME RAIL GUNS" because if you dont have grade 5's and fixed weapons you might be in trouble. I mean some of the pirate builds even have all the internals gutted out. So why cant my engineering mining defender take out a collector limpet pirate ship? Or AT LEAST give them a run. -- I can appreciate SOME benefit of either way, but right now it is kinda so far apart it feels pointless to try. Though I will keep trying.
Esp now that I know that 3k is the cap.................thanks for that btw......
Here is the vid of my testing.
Source: https://youtu.be/V0cUClWjwp0
Source: https://youtu.be/Ywg68T21bjE
So I Put some turrets with LR engineering on them thinking that pirates and the like wouldnt be able to run away.
Low and behold, all they have to do is get 3k off and my turrets just stop shooting.
so I did some testing. It seems that the LR mod DOES apply in
Forward Fire mode.
In Target Only mode the cap is 3k
and in Fire at will something closer (idk it is too unpredictable. Maybe 2k or 1.5.)
So I guess what I am asking is can we fix this? It is a different fighting style to have turrets (WITH A FRIGGEN 60% DAMAGE NERF and like a 3x increase in price or more which affects buy backs) that stay on target while I evade. It shouldn't be such that I HAVE to have a combat ship to stand a chance.
I should be able to make force shell LR turrets that can prevent some fixed weapons newb from just ganking. (not that I mind it all that much, it is a game after all)
Please, FDEV make turrets at least partially relevant? I mean then it would take skill to pvp not just "I HAVE GRADE 5s AND SOME RAIL GUNS" because if you dont have grade 5's and fixed weapons you might be in trouble. I mean some of the pirate builds even have all the internals gutted out. So why cant my engineering mining defender take out a collector limpet pirate ship? Or AT LEAST give them a run. -- I can appreciate SOME benefit of either way, but right now it is kinda so far apart it feels pointless to try. Though I will keep trying.
Esp now that I know that 3k is the cap.................thanks for that btw......
Here is the vid of my testing.