The purpose of turrets.

Vs gimbaled that is. Say you have a gimbaled weapon on the nose of your ship. It can attack the top, the left side, the right side, or the bottom. A turreted one trades being able to attack "up" for being able to attack behind you. Same with the side. If you have a gimbaled weapon on you right side it can attack the top, bottom, right, and left sides. A turret would sacrifice the ability to hit things on the left side but be able to hit behind you. Pretty even trade off. With the nose example you need to keep the target in front of you to do damage, with a turret you need to keep it below you (since it can't hit directly behind you).
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Gimbaled weapons have medium accuracy but you have to keep a lock on the target. Turret weapons have an average of medium accuracy but you have to break lock every few seconds and then reacquire it.
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Thanks to the awesome CMDR StarLightBreaker and CMDR Pale Night's damage chart gimbaled weapons are about 10% more energy efficient and more than 200% the DPS than their turreted counterpart. That means you would need to sacrifice 4 weapon slots on turrets to get the DPS of 2 gimbaled ones. And that's assuming you even have enough of X class hard points to do that. So your overall DPS goes way down (since you could put kentic weapons in the free hardpoints)
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Vs NPCs unless you are in a type-9 it's pretty easy to keep a target at your nose (though in slower ships you will never be on say an eagle's six). So their usefulness as a defensive v1 weapon is almost non-existent.
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So I thought about vs. a pack of small, fast ships while set to "fire at will" mode, but all that does is spread out your already paltry DPS. That just keeps a large number of targets alive longer than if you bursted them down one at a time. Most ships that would use turrets are not that agile nor small so they already take a beating so a turret defense is a poor choice.
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If turrets were more accurate I could see why they could be used. But they are not. If they were far more energy efficient at the cost of their less than half DPS I could see why someone would use them. But they are not. If they could cover an area that a gimbaled can and more I could see the point. But again, they do not (most of the time. They work well in a vulture for example).
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Here are the only situations I could think of for them being useful:


-PvP vs chaff.
-Gaining agro from fire at will mode in SSSs with less tanky wing members.
-Flying a combat type-9 (maybe a type-7 as well, I haven't tried that one yet)
-A "third trigger" or burst DPS mode. For example your turrets eat up 1.5 PIPs of energy and your gimbaled eat up 3.5.You can fire the gimbaled in tandem with you turrets to temporarily do more DPS than your power distributer can maintain. Or you can just have two weapon groups, but its a valid alternative.
-Wanting to look like a badass.
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I could very well be missing something but I genuinely want to know why you guys use them (situations, etc.) Thanks in advance!
 
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Their prices are also absolutely trucking ridiculous too. 20M vs 2M for a Turreted vs a Gimballed C3 Beam? It should be more like 3M to 2M.

2M for a C2 turreted Multicannon? Hell no! I'd pay 96k maximum.
 
Recently got an anaconda and fitted c1 beam turrets in the small and medium hardpoints and a c3 pulse turret (too bad c2 pulse turrets are broken). I wanted the turrets to take care of small fries in RES such as sidewinders, adders, eagles, vipers and cobras. They are decent against noobcrafts but against vipers and cobras it would not be worth the damage taken for the time it takes to destroy them. The turrets take too long to kill. With a B power distributor the energy required is not a problem but turrets' accuracy and damage just suck.

Sure you are covered for the whole bottom side of the anaconda and front, but for anything flying above you, you'll need to rotate your ship or sacrifice some c3 hardpoints to get them. And from my experience, turrets do not have a large angle of fire as you would think. I rarely see the medium hardpoint turrets at the front sides of my ship fire anywhere towards the back.

Overall I am not impressed with turrets. I might switch bad to a Python or try Fer de Lance. Or maybe wait for the new ships.
 
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Recently got an anaconda and fitted c1 beam turrets in the small and medium hardpoints and a c3 pulse turret (too bad c2 pulse turrets are broken). I wanted the turrets to take care of small fries in RES such as sidewinders, adders, eagles, vipers and cobras. They are decent against noobcrafts but against vipers and cobras it would not be worth the damage taken for the time it takes to destroy them. The turrets take too long to kill. With a B power distributor the energy required is not a problem but turrets' accuracy and damage just suck.

Sure you are covered for the whole bottom side of the anaconda and front, but for anything flying above you, you'll need to rotate your ship or sacrifice some c3 hardpoints to get them. And from my experience, turrets do not have a large angle of fire as you would think. I rarely see the medium hardpoint turrets at the front sides of my ship fire anywhere towards the back.

Overall I am not impressed with turrets. I might switch bad to a Python or try Fer de Lance. Or maybe wait for the new ships.

I had 116M and cleared my save :)
 
Vs gimbaled that is.
Gimbaled are great if you can get the target in front of you.

However when in a trading vessel, like a T-7, you can't maneuver worth a damn. A lot of folks go backwards so they can use their forward firing guns, but you can't go into hyperspace backwards. Turrets let you fire in all directions so you can fight with the enemy in any position. Good for running away and firing to discourage pursuit.

They are not perfect, but they do fill a need.
 
Recently got an anaconda and fitted c1 beam turrets in the small and medium hardpoints and a c3 pulse turret (too bad c2 pulse turrets are broken). I wanted the turrets to take care of small fries in RES such as sidewinders, adders, eagles, vipers and cobras. They are decent against noobcrafts but against vipers and cobras it would not be worth the damage taken for the time it takes to destroy them. The turrets take too long to kill. With a B power distributor the energy required is not a problem but turrets' accuracy and damage just suck.

Sure you are covered for the whole bottom side of the anaconda and front, but for anything flying above you, you'll need to rotate your ship or sacrifice some c3 hardpoints to get them. And from my experience, turrets do not have a large angle of fire as you would think. I rarely see the medium hardpoint turrets at the front sides of my ship fire anywhere towards the back.

Overall I am not impressed with turrets. I might switch bad to a Python or try Fer de Lance. Or maybe wait for the new ships.

I too have turrets on my conda. I have a C3 pulse on my C4 hardpoint since I can't hit with that while firing the top two C3s and two c1 pulse because they only take up 1 energy per sec combined and I am not wasting a higher energy laser or any kentic weapons on a c1. Honestly they do work well as a "better than nothing" option most of the time.
 
I use turrets in the c2 slots on my python. It allows me to fire continuously even while pitching to get the rest of my guns on target.

This means I always have damage going out to the target and they drain energy slow enough to have 4 pips to sys and 2 to weapons without draining my weapon cap.
 
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I use turrets in the c2 slots on my python. It allows me to fire continuously even while pitching to get the rest of my guns on target.

This means I always have damage going out to the target and they drain energy slow enough to have 4 pips to sys and 2 to weapons without draining my weapon cap.

True, but your outgoing damage is very, very low. Though I suppose if you spend most of your time not facing the target than some damage is better than nothing.
 
True, but your outgoing damage is very, very low. Though I suppose if you spend most of your time not facing the target than some damage is better than nothing.
You obviously have no idea what your talking about. The c2 beams eat eagles, cobras, and vipers by themselves.

My three c3 pulses can take out the powerplant of any ship in about 15 seconds. The python is not that maneuverable, even with fa off you spend a lot of time trying to get your target in front of you.

Time that would be 0 DMG and a chance for your enemy to get out of combat shield regeneration rates.
 
You obviously have no idea what your talking about. The c2 beams eat eagles, cobras, and vipers by themselves.

My three c3 pulses can take out the powerplant of any ship in about 15 seconds. The python is not that maneuverable, even with fa off you spend a lot of time trying to get your target in front of you.

Time that would be 0 DMG and a chance for your enemy to get out of combat shield regeneration rates.

C2 t beams have a shield DPS of 8.95. Compare that to a c2 G beam with 13.85 DPS. Both have a DPE of only 4.25. A C2 gimbaled pulse would do 11.62DPs at an DPE rate of 6.15. So by using turret beams vs say gimbaled pulse you loose ~30% DPS and 45% energy efficiency. That's a pretty big deal imo.
 
C2 t beams have a shield DPS of 8.95. Compare that to a c2 G beam with 13.85 DPS. Both have a DPE of only 4.25. A C2 gimbaled pulse would do 11.62DPs at an DPE rate of 6.15. So by using turret beams vs say gimbaled pulse you loose ~30% DPS and 45% energy efficiency. That's a pretty big deal imo.
and the C2 t burst have a shield DPS of 6.9836 while c6 beam with 101.01 DPS.
 
C2 t beams have a shield DPS of 8.95. Compare that to a c2 G beam with 13.85 DPS. Both have a DPE of only 4.25. A C2 gimbaled pulse would do 11.62DPs at an DPE rate of 6.15. So by using turret beams vs say gimbaled pulse you loose ~30% DPS and 45% energy efficiency. That's a pretty big deal imo.

You obviously have no idea what your talking about. The c2 beams eat eagles, cobras, and vipers by themselves.

My three c3 pulses can take out the powerplant of any ship in about 15 seconds. The python is not that maneuverable, even with fa off you spend a lot of time trying to get your target in front of you.

Time that would be 0 DMG and a chance for your enemy to get out of combat shield regeneration rates.

I want to chime in here. I am an avid turret user. I currently have two Class 3 turreted beam lasers. Yes, I spent 40mil on two beam turrets. I'm happy with my beam turrets. Because of the design of turrets I have to use a little bit more forethought in my ships weapons layouts and available tactics for the fight. Because I use beams turrets I also have to stay conscious of my power management. I also sacrifice precious MJ of power for the turrets and in my very aggressive fit have to use power priorities and manually toggle modules power states in order to be competitive in PVP. The problem is that you don't just lose damage. You also lose fire control. Being able to tell your turrets when they should fire. The closest thing you have to fire control is toggling turrets to a fix mode to force them to stop, and back to target only (the only turret mode you should use IMO.). That is another painful UI interaction in the midle of a fight if you're trying to manage your ships power.

The problem with turrets isn't one of numbers. It's one of functionality. Every turret I have ever used, with exception of class 1's, has always exceeded my expectations for raw damage output versus energy consumption. The problem is that with turrets its easy to find yourself in the position where the turrets are dictating your ships power management and not you. You lose control when compared to fixed weapons. That loss of control is what keeps turrets from being competitive with their peers.

And just kinda as a thought, but in terms of PVE turrets are for the tanks of our game. Ships like my Python that's fitted to soak up as much damage as absolutely possible (Cough. Death by Powerplant?). In PVE With my turrets and an energy conservative battle plan and power management my 284m Python fit can solo any SSS without breaking a sweat. The cost is speed and maneuverability, by far. When you take a ship and put turrets on it that is at a maneuverability disadvantage you are also neutering the ships ability to intelligently engage an opponent to take advantage of their turrets.

Take my Python for example. Without the ability to manually fire your turrets you have to wait for your target to attack, fire a fixed/gimbaled weapon or switch the turrets to fixed mode through the right panel UI, half way down... Just reading the sentence is painful. When you switch to fixed mode on turrets however, you are forcing yourself to maneuver differently than you would if you were simply obtaining firing solutions for turrets. The final symptom of the issue is that a person whose primary method of damage output relies on those turrets has to either sacrifice position to attack first with turrets in fixed mode. Or, sacrifice position and initiative and wait for your opponent to attack first. Either way you aren't capable of taking high ground. You aren't just sacrificing damage output anymore. When you lose position or initiative in a fight due to a targeting flaw it puts the ship on a leash.

Alas though, I'm fairly certain this issue will be fixed in 1.3 as one of the developers responded to one of the newsletter threads with a brief blurb about turrets getting improved in 1.3. I feel that improvement will come in the form of control for the turrets, not a damage increase because that's the one thing turret users ask for the most, fire control.

Energy turrets are quite excellent. I've never used projectile turrets before though because without fire control, dealing with ammo is a pain. You also have the issue of mixing projectile and energy turrets. As it stands now unless you manually, and selectively power off turrets, all that are on will fire at once. The removes the pilots ability to be tactical with their ordinance deployment. Another reason why fire control is what I believe is going to be the change. Fire control effectively fixes turrets. I don't think a damage increase is due, just yet. I want to see how fire control handles first, because unleashing the tactical capability of turrets is unleashing their DPS.

That was a long post... lol. I think I like talking about Elite too much.
 
Deny the enemy the benefit of manoeuvre

And Cruis.In only certain turret configs on certain ships are bugged not all turrets
 
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