turrets

is it possible to use all turrets for ur weapons?

do u need a fixed or gimballed weapon to attack ur target first to make the other turrets fire?
 
It's still best to run at least one gimbaled or fixed weapon to mark your targets. Also they provide higher burst damage when you need it.
 
so i finally saved like 38M for 2 classs 3 beam turrets but i have problems. the first is heat generation - so heatsinks right? - yeah but not really viable for a pve/pvp hybrid build. and yes i could just swap them out as need be but im lazy.

So then i opted for 1 large beam turret and 2 medium multicannon turrets but im sure these things got me into trouble with the lcoal authority. I am hostile towards the pirate group in the sector im in. So they usually send wings of cannonfodder after me when im res farming. Im guessing one of my turrets attacked an enemy that had not actually hit me yet becuase the most of the contacts on the radar went red and i was wanted.

well so much for turrets guess its back to gimballed.

unless someone has some advice?
 
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ciger

Banned
so i finally saved like 38M for 2 classs 3 beam turrets but i have problems. the first is heat generation - so heatsinks right? - yeah but not really viable for a pve/pvp hybrid build. and yes i could just swap them out as need be but im lazy.

So then i opted for 1 large beam turret and 2 medium multicannon turrets but im sure these things got me into trouble with the lcoal authority. I am hostile towards the pirate group in the sector im in. So they usually send wings of cannonfodder after me when im res farming. Im guessing one of my turrets attacked an enemy that had not actually hit me yet becuase the most of the contacts on the radar went red and i was wanted.

well so much for turrets guess its back to gimballed.

unless someone has some advice?

the only other thing to do would be to set turrets to fire on my target only, but yeah even then if you have a red contact that did not get wanted you are screwed with 200 cr bounty and being the most wanted criminal in the whole universe :D

i used to power off the turrets, scan and wait for target to become wanted and power back on. well needles to say got rid of them.
 
No ship listed, so not sure your possible loadouts......perhaps python?
I'm running with 2x medium beam turrets to take care of the little pesky targets that outmaneuver me. Target only, so far so good, no FF, no heat problems.
2x large bursts, and 1x large beam for the larger targets. Must shoot carefully, due to heat.
It would be just swell if the other laser turrets were to be fixed, so that they would actually y'know, work.
 
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Anaconda full pulse turrets is OP. The bad thing is that turreted pulse lasers are bugged and dont fire when there is more than 1 opponent (pvp) so u re totally screwed. In 1v1 pvp it kicks ass espesially against more agile ships (vulture-clipper-FDL-python). FD said they will be fixed in 1.3 so there is still hope.
 

Deleted member 38366

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Turrets AI also sucks, they engage with little chance of hitting but if you put your guns away and pull e'm out, a chore I know, when enemy is 1.5km and closing THEN they can do decent damage
but yes, the damn problem with them attacking hostile but non-attacking enemies in RES is a major game breaker and HAS to be changed, if they are RED they should be legitimate targets, always, because they are intent on firing but haven't as in those cases they are fighting someone else like the police

after testing with python they are way too low damage output vs what they should do, because they can track where you can't fire forward guns so the over all damage should be much higher even if per hit they are weaker, but the fact is, they suck vs gimballed.
 
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