Turret question for the Devs (or anyone who might know)

In the last news update it was stated that turrets will "be more accurate at range but possible to outmanoeuvre in a close fight.". Can anyone clarify what this means/how this works? As in the mechanics behind it?

I know that in the current game turrets build up "confusion" over time so unless you break lock every few sec. they lose accuracy. It sounds like with 1.3 turrets will be good at sniping and fighting slow ships but less effective against small/agile ships. I wanted to know how much less effective and what, if anything, the pilot with the turrets can do you counter this.


Or if all of this is supposed to be hidden from the players then I would like to know that so I can stop asking.
 
If I had to guess, turrets will wander very little and have solid aim, thus leading to a high degree of accuracy at range. To compensate however, they will not be able to track very quickly. If something gets in close (and thus can have a high transverse velocity), the turrets will have a hard time keeping up, getting, and staying on target.

The devs have said that lower-class turrets will track quicker, which would make them better at close range, fast moving targets, while the heavier turrets will be better at long range / slower targets.
 
In the last news update it was stated that turrets will "be more accurate at range but possible to outmanoeuvre in a close fight.". Can anyone clarify what this means/how this works? As in the mechanics behind it?

I would have thought that at distance, the target is tracking relatively slowly. However, up close it's faster.

You can follow a fast jet in the sky with your finger at a distance of 3km, but you couldn't do it so well if it passed you within 50m.

I imagine the turret mechanism simply cannot slew/pitch fast enough at close range. That's just my thought on it :)
 
If I had to guess, turrets will wander very little and have solid aim, thus leading to a high degree of accuracy at range. To compensate however, they will not be able to track very quickly. If something gets in close (and thus can have a high transverse velocity), the turrets will have a hard time keeping up, getting, and staying on target.

The devs have said that lower-class turrets will track quicker, which would make them better at close range, fast moving targets, while the heavier turrets will be better at long range / slower targets.

Although a bit weird (bigger ones are heavier, but should have stronger motors etc. to compensate) I would still like to know how much. Will C3s be useless vs. an eagle/vulture/adder/sidewinder (and thus pretty useless considering turrets are primarily used to fight small agile ships) for example. Or will it be something like c1s have 90% lock on time, c2s have 85%, C3s hav3 80% in the same situation etc.

I really want to use them, but as it stands they do paltry relative damage (thus substantially hurting your overall DPS since you have to use up more than 2x the hardpoints to get the same damage. Which will mean sacrificing kinetic weapons), have the worst energy efficiency of the 3 types, and have a worse firing arc than gimballed in many situations for some reason (I think I read somewhere they may be getting a buff to that, can't recall though). If I can't use them against small/agile ships I don't get why I'd use 'em at all.
 
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