Currently in order for the turrets to fire, the target must be red/hostile to you. So if you're bounty hunting, you must either haul some cargo so pirates will attack you, or you must fire on them with another fixed/gimballed weapon (or manually fire turrets in 'forward only' mode). Assigning them to a firegroup is only for foward only mode.
Another thing, C2 Pulse Laser turrets are bugged at the moment. They simply dont fire most of the time.
Currently in order for the turrets to fire, the target must be red/hostile to you. So if you're bounty hunting, you must either haul some cargo so pirates will attack you, or you must fire on them with another fixed/gimballed weapon (or manually fire turrets in 'forward only' mode). Assigning them to a firegroup is only for foward only mode.
Another thing, C2 Pulse Laser turrets are bugged at the moment. They simply dont fire most of the time.
So true. And they will fire at any hostiles if you have set them to fire at will.Currently in order for the turrets to fire, the target must be red/hostile to you.
So true. And they will fire at any hostiles if you have set them to fire at will.
I landed on a Fed outpost that offered outfitting while I was hostile to feds (was trying to get out of the hole by doing missions and such), and while in the outfitting hangar, my turrets started firing! I think they fired at the station itself.. freaked me out, to say the least.
In 1.3 it is said they have to be assigned to a firegroup or they will not operate at all
s
Thanks. I'm using mostly d3 beam turrets (and an e3, can't find a d3 at xihe for some reason.. they were there yesterday), an f2 multicanon, and a d3 canon.
Is it correct that the canon turrets are also bugged? They didn't seem to hit anything last night. haven't tried the multi canons yet.
Tis my video
In 1.3 ->
You set the turrets in a fire group
- If they are in "Fire at will" they will engage any ships that is Hostile & "Wanted" (Lawless and other permutations introduced in 1.3) not just Hostile. You can stop them firing by moving to a fire group that lacks the turrets.Cycle back to the firegroup with them in and they will open fire again
- If they are set to "Target only" they will engage when you push the trigger associated with them in the fire group, you don't need to keep pushing the triggerYou can stop them firing by moving to a fire group that lacks the turrets.Cycle back to the firegroup with them in and they will open fire again when you push the trigger associated with them in the fire groupIn this more you can get them to fire on any target as you trigger them. So a Wanted ship that isn't hostile, tagrte and trigger will cause any turrets in the current fire group to engage and continue to do so
Chaff now affects Turrets.
I'd cycle them out of the fire group when chaffed to conserve energy.
Above does not, I say again does not apply to 1.2
very helpful. A follow-up question on this -- currently, I can assign only 2 subgroups to each firegroup. Say I have 2 fixed beams, 2 fixed multicanons, and a bunch of turrets. Obviously, I want the beams and the multicanons in the same firegroup, in different subgroups, so I can firethem seperatly as I wear down the shields on a target. But I'd also want the turrets firing. Are there now in 1.3 more subgroups for each fire group so this is possible?
.
I'm just getting back into combat.. the last time I did this I was in an eagle, with no real issues with firegroups, but if I'm understanding it correctly , firegroups really aren't implemented that well. MWO, for all it's faults, has a great setup-- you can create as many "groups" as you want, and just assign 1 of 5 triggers to them. You don't have to cycle to each group, and use 1 of 2 triggers... just seems very inefficient.
Tis my video
In 1.3 ->
You set the turrets in a fire group
- If they are in "Fire at will" they will engage any ships that is Hostile & "Wanted" (Lawless and other permutations introduced in 1.3) not just Hostile.
You can stop them firing by moving to a fire group that lacks the turrets.
Cycle back to the firegroup with them in and they will open fire again- If they are set to "Target only" they will engage when you push the trigger associated with them in the fire group, you don't need to keep pushing the trigger
You can stop them firing by moving to a fire group that lacks the turrets.
Cycle back to the firegroup with them in and they will open fire again when you push the trigger associated with them in the fire group
In this more you can get them to fire on any target as you trigger them. So a Wanted ship that isn't hostile, tagrte and trigger will cause any turrets in the current fire group to engage and continue to do so
Chaff now affects Turrets.
I'd cycle them out of the fire group when chaffed to conserve energy.
Above does not, I say again does not apply to 1.2
So, as long as you assign them to your fire groups, they will function as before, but you have to fire once to initiate them firing? I ask because I currently use a mixture of fixed and turreted beams on my conda, and I like this setup (very effective). Once you push the fire button to initiate the turret firing, subsequent pushing of that button won't stop the turret? So I can continue to use the fixed weapons in the same fire group as the turrets?
they REALLY need to add more triggers to each group...Yes you can mix fixed and turrets in the same fire group
A second Trigger push will not stop the turrets.
To stop them you cycle to a Fire Group without the turrets.