Turret Weapons advice

Hi all,

I m new to the forum and to the game too (i m playing ED since 3 months). Now i m flying a type 10 Defender and i would to ask some advices on turret weapons. For a PvE ship what is the best choice?. Atm i have:

2 Large Beam Laser turrets
2 Large Multi Cannon turrets
2 Medium Beam laser turrets
1 Medium Multi Cannon turret
1 Small Gimballed Multi Cannon
1 Small Multi Cannon Turret

I m thinking about using cannons instead of multi cannons, but just for a personal taste (i prefer slow and high dmg weapons), but i opted for multi cannon cause i see on various forum that they seems the best choice; but this is true for fixed and gimballed weapons only or for turrets too? I see that one issue for cannons is that is more difficult to hit a target with them, but with turrets in "fire at will" mode, this problem should not exist, cause turrets are very precise in aiming targets.
So what do you think?

Ty and sorry for my bad english.
 
Hi all,

I m new to the forum and to the game too (i m playing ED since 3 months). Now i m flying a type 10 Defender and i would to ask some advices on turret weapons. For a PvE ship what is the best choice?. Atm i have:

2 Large Beam Laser turrets
2 Large Multi Cannon turrets
2 Medium Beam laser turrets
1 Medium Multi Cannon turret
1 Small Gimballed Multi Cannon
1 Small Multi Cannon Turret

I m thinking about using cannons instead of multi cannons, but just for a personal taste (i prefer slow and high dmg weapons), but i opted for multi cannon cause i see on various forum that they seems the best choice; but this is true for fixed and gimballed weapons only or for turrets too? I see that one issue for cannons is that is more difficult to hit a target with them, but with turrets in "fire at will" mode, this problem should not exist, cause turrets are very precise in aiming targets.
So what do you think?

Ty and sorry for my bad english.

Turrets have very poor damage output so I suggest using them sparingly, if at all.
I use gimbals and fixed on my T10.

A single, well placed Hi-Cap MC turret to apply the corrosive debuff is probably the best use imo, but a gimbal may work just as well with more damage..

Too many beams will drain your capacitor too quickly.
Bursts have much better DPE; use focused, LR or maybe OC.

Gimballed overcharged multicannons with autoloader are a good choice.
Gimballed OC frag cannons with screening shell are another good option.

I use LR feedback rails in the c1s.
If you aren't comfortable with rails, that's a good place for the corrosive.


Keep your firegroups simple, or you won't have very good damage output.

o7

edit:
If you don't want to engineer your lasers to G5, or are simply low on mats, even G1 LR works wonders for lasers.
 
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I've found that turrets work best with MCs and pulse lasers. Beams are less efficient and can cause serious heat headaches since you can't stop them firing without retracting them.

Small overcharched MCs with corrosive and rapid-fire pulses with scramble and emissive work wonders.
 
Swap the beams for pulses, save your pips for Shields and Engines.
A bit of engineering will help a lot as mentioned above. A bit of corrosive on a small MC or 2, Scramble on a Pulse or 2.
 
I've found that turrets work best with MCs and pulse lasers. Beams are less efficient and can cause serious heat headaches since you can't stop them firing without retracting them.

Small overcharched MCs with corrosive and rapid-fire pulses with scramble and emissive work wonders.
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I mostly agree, but dare to comment on the corrosive thing: I'd put only one multi-cannon with corrosion on the ship. It would be the smallest MC on the ship and it would have the high capacity modification, to compensate for the ammo reduction you get by modding it for corrosion.
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Its own damage doesn't matter so much. Tts role is to deliver corrosion the target to give all other weapons you have a significant damage boost. So it's best to just make sure that it lasts you long enough.
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I also agree that even on a T-10 I wouldn't go as turret heavy as you seem to intend. But if you go for turrets, a mix of pulse lasers and multicannons is the way to go. As already mentioned, pulse lasers are just that more efficient. While you can switch off turrets by having several weapon groups, some of them not having the turrets included, it's still a chore and often not optimal. You're much better off by going for an efficient weapon there, which you don't need to sometimes switch off.
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On why people advise the multicannon: sure the cannon got nice punch. It's still a good weapon in the hands of a competent pilot in a reasonably fast ship. (I say "still", as the cannon lost a lot of ground in the last years. ) But it really is only a good choice if power and/or distributor draw are an issue and your ship is agile enough to get close and bring it to bear.
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Turrets on the other hand like to shoot some way out. They do lead the target, which allows multicannon turrets to hit well enough. The cannon turret also likes to shoot at things, but the slower projectile speed means that even small changes of a targets course makes it much more likely to miss than for multicannons. Thus cannon turrets tend to waste a lot of ammo, when multicannons still have an acceptable chance to hit.
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So if you like to use cannons, use them as fixed or gimbaled weapon. (Better punch than the turret, too. ) Wait till the target is close enough for the cannon and fire only then. :)
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On my T-10 I use:
* 2 large efficient beams with heat vent
* 2 large focused pulse lasers. They are all diametrically opposed so one of each on each side and top and bottom.
* 3 medium Gimballed MC's
* 1 small rail
* 1 small seeker


When I mine I keep the 4 large turrets but I put:
* 3 medium mining lasers
or
* 2 small mining lasers
* 1 medium mining laser
* 2 medium turreted cannon/MC

Note that larger turrets track slower than smaller turrets, so the large ones might have trouble with fast moving targets. Having a capable SLF crew can help here
 
From my experience I would recommend not using large (class 3) turrets. Their tracking is so slow that they rarely hit small ships and large ships can be easily attacked with gimballed weapons (which do significantly more damage for lower price).

Having some smaller turrets is definitely a benefit for certain ships (Type 9, Type 10 or Cutter) as they can destroy small ships or keep firing on larger ones (and prevent shield regeneration) while you turn to bring your larger weapons on target.

I'm not sure how useful long range mods are on turrets as their aiming is not that good and I doubt they would hit very often beyond 2 km range. I usually go for efficient mods so that my laser turrets can keep firing at all times.
 
From my experience I would recommend not using large (class 3) turrets. Their tracking is so slow that they rarely hit small ships and large ships can be easily attacked with gimballed weapons (which do significantly more damage for lower price).

Having some smaller turrets is definitely a benefit for certain ships (Type 9, Type 10 or Cutter) as they can destroy small ships or keep firing on larger ones (and prevent shield regeneration) while you turn to bring your larger weapons on target.

I'm not sure how useful long range mods are on turrets as their aiming is not that good and I doubt they would hit very often beyond 2 km range. I usually go for efficient mods so that my laser turrets can keep firing at all times.


Ftr, long range is mostly for the 500m damage falloff on lasers.
It has considerable benefit within 2k.
On MCs it increases shot speed so that can make for better tracking, but the 70% damage boost of OC is hard to give up.
 
For a turrets build a mix of multi-cannons and frag cannon is a good option?

Now i m trying this setup:

4 L OC frag cannons (x 4 screening shells) (turrets)
2 M RF pulse lasers (x2 scramble) (turret)
1 M LR pulse laser (x1 emissive) (turret)
1 S OC multi cannon (x1 corrosive) (gimballed)
1 S LR beam laser (x1 thermal vent) (turret)

I like frag cannons very much, on big ships they works very well, with small ship no. I m thinking to change 2 L frag cannon turrets with 2 L multi cannon turrets (x2 incendiary). A mix with multi and frag cannon is a good choice or is better to use same types of weapons?
 
9 LR force shell cannons, fixed or gimballed. It will be like hitting them with the fist of God and smashing the enemy against asteroids. Let the rocks do the work.
 
OP, if you keep the beams, engineer them to be long range and thermal vent. Once you do that, you will only need them in the two large hard points. Then I would recommend all MCs in the other hard points to keep it simple. Engineer one of the MCs with corrosive shell effect so you can weakend the hull of the ships once the shields are down.
 
I'd go gimbal mate.

The damage is higher, and moreover, it's good practice to have the reticule in front of you where you can aim at it, if you got the confidence put fixed on the points with decent convergence for the extra kick.

At the end of the day, your effective dps is the decider of how much you can make in a rez/CZ. (Obviously some weapons and setups do not optimise this, but it is at least true for most conventional weapons)
 
I've found that turrets work best with MCs and pulse lasers. Beams are less efficient and can cause serious heat headaches since you can't stop them firing without retracting them.

Small overcharched MCs with corrosive and rapid-fire pulses with scramble and emissive work wonders.

According to Coriolis, efficient beams and rapid fire pulses have essentially the same efficiency in terms of damage per heat and damage per capacitator energy, but the beams have more DPS and no extra jitter:

https://coriolis.io/outfit/imperial...2DuBJUMAAAA=.EweloBhA2AWECMcQFMCGBzANikiIFA==
 
The only ships I have turrets on are my multicrew dedicated ships, and nobody ever uses them. The only ships I'd consider turrets on are the Type 9 and Cutter, just because they're such cows. Otherwise, it's gimbals or fixed (or a combo of both).
 
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The only ships I have turrets on are my multicrew dedicated ships, and nobody ever uses them. The only ships I'd consider turrets on are the Type 9 and Cutter, just because they're such cows. Otherwise, it's gimbals or fixed (or a combo of both).
Surprised the Cutter makes the list for turrets but not the Type 10. Or do you just not have much interest in that ship?

For Turrets I use efficient burst. Same DPS as Rapidfire pulse but lower EPS.
 
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Turrets can be cut off by pitching or rolling your ship so that you don't have line of fire (LOF) from the turret to your target and they automatically turn back on when you roll them back into LOF.

Also, laser turrets generally draw less on the distributor than comparable gimbal lasers... so the sustained DPS is actually about the same if you take that into account.

Half-baked theorycrafting is bad news, and the Elite community has a lot of that.
 
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