Turret damage?

Confession time. I bought a couple of large burst turrets, and they do actually do ok as long as I vet my targets properly. I even got room for the small KWS, some cargo space and business class cabin for those thrill seeking tourists.

As long as HAL deactivates the cargo hatch, I'm in the green. :)

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So it is in fact possible to take a small vanilla ship with only turrets in to a CZ.

Reasonable rebuy, MultiCrew capable, stress free. I like it. I shall name him: Lazy Boy. :)
 
I have always wondered if a buff to turrets might come in the form of a formula akin to this:

Damage of Turret = Base Damage + Base Damage*0.2*n, where n is the quantity of other turrets attacking the target (on your ship).

How you'd actually program that (does it base it on attacking turrets, or on turret quantity on target, or...?) but the concept is this: turrets deal increased damage as more turrets fire on the same target. Essentially, by assaulting the target with multiple sources of fire renders it easier for the turrets to accurately track and target. As more turrets light up your enemy and distribute heat (and damage) on it, the overall 'system' of turrets is able to perform more efficiently. Not fire faster or track faster, rather, the hits that do land deal heightened damage.

This would render turrets more useful on ships that naturally need and/or benefit from them. Type 10 being the best example, but also more civil-oriented ships like the Beluga Liner or Type-9. It would also justify adding hardpoints on ships that need but can't effectively use them in the current design: Type-7 and Orca being good examples.
 
Confession time. I bought a couple of large burst turrets, and they do actually do ok as long as I vet my targets properly. I even got room for the small KWS, some cargo space and business class cabin for those thrill seeking tourists.

As long as HAL deactivates the cargo hatch, I'm in the green. :)

cvjdqQX.jpg


So it is in fact possible to take a small vanilla ship with only turrets in to a CZ.

Reasonable rebuy, MultiCrew capable, stress free. I like it. I shall name him: Lazy Boy. :)
I would add more variety to your priorities such as
Cargo hatch at 5
Fuel scoop at 4
Lasers at 3
Shields at 2
Essentials for getting somewhere else 1
That might enable you to survive power plant problems.
 
Aye Commander.

Well it's not that simple.

You should take the 2 types of power plant malfunctions into account:

1. 40% power output for 5 seconds - when hit by scramble spectrum/pulse disruptors, or randomly if the power plant is below a certain level of integrity)

2. 50% power output mode - when the power plant is at 0% integrity

(there used to be third kind of power plant malfunction resulting in 20% power output for 5 seconds iirc, but that no longer seems to be the case)

So you need to be prepared for both types of malfunctions and set your power priorities accordingly. It's not always that easy, because (depending on the build) on 40% power output you won't always have enough power for all your vital modules (drives, distributor, FSD and countermeasures). For instance, just off the top of my head, the G5 dirty drives alone uses 38% of the total power output of the 4A armoured+monstered power plant of the Vulture.
 
Well it's not that simple.

You should take the 2 types of power plant malfunctions into account:

1. 40% power output for 5 seconds - when hit by scramble spectrum/pulse disruptors, or randomly if the power plant is below a certain level of integrity)

2. 50% power output mode - when the power plant is at 0% integrity

(there used to be third kind of power plant malfunction resulting in 20% power output for 5 seconds iirc, but that no longer seems to be the case)

So you need to be prepared for both types of malfunctions and set your power priorities accordingly. It's not always that easy, because (depending on the build) on 40% power output you won't always have enough power for all your vital modules (drives, distributor, FSD and countermeasures). For instance, just off the top of my head, the G5 dirty drives alone uses 38% of the total power output of the 4A armoured+monstered power plant of the Vulture.
Lets face it a Vanilla Vulture is always going to struggle for power even without damage, it is the defining feature of the ship. But doing what you can to give you a theoretical chance of escape is worth doing.

Even light engineering can help a lot.
 
Lets face it a Vanilla Vulture is always going to struggle for power even without damage, it is the defining feature of the ship. But doing what you can to give you a theoretical chance of escape is worth doing.

Even light engineering can help a lot.

I was talking about a fully engineered Vulture as an example, not a vanilla one, but the point was that setting power priorities is more than just "put everything you need for survival to priority 1".
 
That actually sounds pretty fun! I'm not particularly experienced in combat builds, but I'm definitely going to give that a go. Thanks.
Thermal conduit SHOCK actually works, BTW. It won't blow up ships in regular combat, but it can reduce SCB spamming, and I've blown up a surprising number of ships by overheating them as they try to escape. It is not wise to charge an FSD while being microwaved ;)
 
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Deleted member 192138

D
Well, since the Vulture is the most agile ship in game, its probably the worst ship to put turrets on.

As has been said, CZ enemies got a small buff about a year ago, so you'll need some more firepower.

And if they use chaff, the turrets are worthless.

Try some gimbals, a vulture should have no problems keeping them on target. If they chaff, unselect target to get a fixed weapon.
When they chaff on your gimballed projectiles, and you deselect target to fire them fixed - how do you see where the lead reticule is to aim with?
 
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