Please Rework the Gunner Role

The Gunner Role on Multicrew does not feel very good. It is floaty, disconnected, and weird. Turrets almost always work worse in player control than under their default control. And it can critically hurt an otherwise-good build.

The big problem is this: To take a fighter, you need to sacrifice a hull reinforcement, which costs you about 20% of your hull value. This is rarely an issue, since most fights don't get down to your hull in the first place.

To take a turret, you need to sacrifice half your DPS on that hardpoint. This is a massive problem, because often you need to rely on barely out-damaging a shield cell bank. For example, say you're attacking a ship with a Class 6 Shield Cell Bank and 50% resistances. By default, your ship deals 100 DPS with 5 hardpoints. This means you out-damage that shield cell bank by 8 DPS, you can destroy their shields entirely, and immediately deal permanent damage to their hull. By taking a SINGLE turret, you lower your DPS to 90. Now you cannot out-damage that shield cell bank. Now, instead of needing to deal ~1500 damage to shields and ~3500 to their armor, you need to deal 5100 damage to their shields. Simply by reducing your DPS output by 10%, you have increased their effective durability by 73%.

This is just one example to demonstrate the principle. Yes, there are ways around this, but the fundamental point remains; taking a turret is a far larger disability than it might seem. As it currently stands, there is no case in which taking a turret is a choice without a better alternative.






Making turrets more like fighters.​


Fighters are almost perfect, by contrast. They offer a massive bonus of damage output, at relatively little cost save for the necessity of a pilot. Turrets should be more like fighters.

With this in mind, the following changes should be made.

• 1. Turrets should be controlled one at a time. This fixes the floatiness issue. Place the gunner's POV directly above the turret and give them the audio and kinetic feedback of firing the weapon. This will make being a gunner much more satisfying and impactful.

• 2. While under Gunner control, the turret should get a significant improvement in damage output. Having a gunner should be a net benefit, like having a fighter out. A gunner-controlled turret should deal as much damage as a fighter; after all, they are not offering any of the other benefits of a fighter, such as extra shields or distributor capacity. As this is essentially a fixed weapon now, it should also ignore chaff, just like gunners currently do.

• 3. Multiple gunners should be able to be active at once. If there are two turrets, you should be able to have two gunners, one controlling each turret.

• 4. Change the current gunner view to a 'tactical' view, allowing this player to control the utilities, scan hostiles, and make tactical decisions. They should have a 'point' option, similar to Odyssey version on the ground, allowing them to highlight specific enemies on the HUD and radar.





This will make being a copilot on ships actually a viable choice, and will make the entire multicrew experience far more engaging.
 
The downside to this is that I am not sure my ships have enough seats to add a gunner to each turret.*

The lack of people to put in those seats is a different issue.


*The only hardpoints on any combat build of mine certain not to have turrets are the Huge ones which will have gimbals.
 
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The downside to this is that I am not sure my ships have enough seats to add a gunner to each turret.*

The lack of people to put in those seats is a different issue.


*The only hardpoints on any combat build of mine certain not to have turrets are the Huge ones which will have gimbals.

IMO, when not under player control, turrets should serve a utility role, rather than be a primary source of damage. As such, it should be pretty rare to have a ship with more than 1-3 turrets on it in the first place.

Personally, the only ships I fly with turrets at all is the corvette(1 on the bottom Large), Cutter(2 on the nacelles), and T10(4 on top), and of those, only the T10 really uses them effectively, due to its incredibly ponderous turning radius and slow speed(allowing it to remain close to target). The Cutter tends to move too far away in combat to use turrets terribly well.

But I would consider sacrificing one (or even two) hardpoints to turrets, if by doing so, I could run multicrew effectively. Turrets ARE more energy efficient than gimbals, so in certain niche cases, they could allow you to deal consistent damage and apply an experimental effect like thermal shock, and be paired with more traditional fixed weapons. It wouldn't be as good as a fixed/gimballed build in most cases, but it could be good enough - IF it had its own area of expertise.

I love the idea of flying with a copilot; that's enough to be worth making SOME sacrifices. It's just that right now, those sacrifices are much too high, and there is no payoff. Add that payoff, and you could see a whole new realm of coop open up.
 
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I love the idea of flying with a copilot; that's enough to be worth making SOME sacrifices. It's just that right now, those sacrifices are much too high, and there is no payoff. Add that payoff, and you could see a whole new realm of coop open up.
As much as you love the idea of a copilot and are prepared to make some sacrifices to have one I dislike Fixed weapons and am happy to do without them.
A proposal to encourage people away from the things I am all in favour of even if I probably won’t see the advantage myself.
 
5. A gunner-controlled turret should be a stabilized platform that makes them effective against ground targets (not locking unto individual infantrymen, but stable enough for a skilled gunner to hit them). So that a class 2 turreted MC under the chin of a Chieftain would make it a true CAS gunship akin to an Apache attack helo. And Crusader could become a Hind attack/transport helo: drop your 2 teammates in a Scorpion or on foot and let your gunner suppress the enemy with MC fire.

Make the circle of combat complete!
 
I think the math on your SCB example is a bit fuzzy, but yes, this should be on the list of things deserving improvement & attention.

I can't agree that fighters are perfect or fine as they've been implemented, however. That, then again, is a fight I recognize is probably long lost.
 
The problem is - if they improve turrets too much - they get meta.
And how much is too much can actually be extremely little.

Suddenly, your manned turret ship becomes more deadly than most of the FA OFF fixed weapons hotshots.
As mentioned above - manned turrets already have a major advantage - they ignore chaff which is the main defense against gimbals & turrets high ToT potential, rendering them useless when a dual-chaff setup is used
 
The problem is - if they improve turrets too much - they get meta.
And how much is too much can actually be extremely little.

Suddenly, your manned turret ship becomes more deadly than most of the FA OFF fixed weapons hotshots.
As mentioned above - manned turrets already have a major advantage - they ignore chaff which is the main defense against gimbals & turrets high ToT potential, rendering them useless when a dual-chaff setup is used
Probably just as well it wouldn’t do to give the meta builders too much choice.
 
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