Fed Drop Ship without beam turrets would be useless. They are mandatory. Kinetic weapon turrets on the other hand are useless.
Glad you liked it
Just to clarify here, Turrets being used in Target Only can still cause crimes, but are generally pretty good about not hitting the wrong target (they will stop firing if blocked, and there's friendly fire thresholds to cover *most* accidents though it can still go wrong). Turrets in Fire At Will can no longer cause crimes in any circumstance as the shots are not under your control, but will also not fire at any target except those that are legal or which you've already committed an assault against manually - I can't remember when those changes went public exactly but it was either 1.3 or one of its subsequent point releases.
Just before anyone tries to break it, no switching your turret mode while a bullet is in flight doesn't let you sidestep the rules!
I'm curious, what is your reasoning for this (not challenging - just gauging if it's something worth tweaking, I've seen several opinions).
For me the kinetic weapon turrets just blow through ammo too fast. Especially since at least the MCs tend to miss quite a bit. So about 5-10 minutes into a CZ and you're already out of ammo.
Glad you liked it
Just to clarify here, Turrets being used in Target Only can still cause crimes, but are generally pretty good about not hitting the wrong target (they will stop firing if blocked, and there's friendly fire thresholds to cover *most* accidents though it can still go wrong). Turrets in Fire At Will can no longer cause crimes in any circumstance as the shots are not under your control, but will also not fire at any target except those that are legal or which you've already committed an assault against manually - I can't remember when those changes went public exactly but it was either 1.3 or one of its subsequent point releases.
Just before anyone tries to break it, no switching your turret mode while a bullet is in flight doesn't let you sidestep the rules!
I use turrets on both Python and Anaconda right now. It is lovely for handling Eagles and such small creatures that I can't out turn. You can see my detailed setups in the sig, but on Python I run 3*C3 Gimbaled pulse lasers and 2*C2 Turreted beam lasers. I play only PvE with this setup of course.
I use 'Target Only' mode and never have had problems with them.
Well, I had once, but that was my own fault and it would have happened with a non-turreted weapon too.
I have been using two d3 beams for several weeks now and they are very useful on a lumbering Python and in my experience they are safe to use now, even in Warzones with lots of ships buzzing around you.
I believe the changes went public in 1.3.
I have a question: Would it be possible to make it so that you can stop turrets firing by pressing the same button again?
Currently I am forced to unlock the target.
I have only drones in one fire group. I expect this to work with anything that is not the turrets
So just switch to a fire group that doesn't have the turrets in, and they'll stop firing. Even if you cycle trough really fast. Eg. I have 3 groups, pressing the cycle button 3 times gets me back where I was, with the turrets off.
My issue with projectile turrets is kinda a symptom of the current implementation. Because turret inaccuracy comes from their target direction moving around instead of comming from them having a hard time getting on target in the first place, turrets have a very bad understanding of when they're actually aimed "correctly". They might be dead "on target", but since that "target" isn't necessarily anywhere near the ship / subsystem you have selected, turrets fire a lot of shot that have no chance of actually hitting. In addition to that, they're pretty caviler with attacking at ranges that are far too long to expect to be effective at with projectiles. With lasers, especially energy-efficient pulse lasers, this isn't really a big deal. With limited-ammunition projectile weapons (that cost cr to refill), these blatantly bad shots are felt a lot more. Your ammunition stores run out a lot faster, and you end up literally paying for the turret's carelessness.I'm curious, what is your reasoning for this (not challenging - just gauging if it's something worth tweaking, I've seen several opinions).... Kinetic weapon turrets on the other hand are useless.