using turrets-- do they have to be the "active" group?

title says it all-- do they have to be the active group, or is it enough for the hardpoints to be open?
I've been having mixed results with my turrets doing anything, regardless of thewther they're active or not (I've tried setting them to "fire at will" and "targeted only").

thxc
 
Turrets do not need to be assigned a group. They will start working when deployed, depending on what setting you have on turret weapon mode in your systems panel functions.
 
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.
 
s
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.

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.
 
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.

Previously you had to have at least one gimbaled or fixed weapon to get your targets to attack in this video you can mount nothing but turrets and order them to fire on a wanted or hostile hopefully they will not fire on your target before they are scanned first to determine if they are wanted in your or other jurisdiction if you kill warrant scanned them. The video is not mine I have some but the authors video is posted around may 27 2015 so hope FD did not break anything or hopefully improved on the gimbals if they needed improvements and made sure the turrets are better then ever one can hope.

[video=youtube_share;wM6RNMmm_zo]http://youtu.be/wM6RNMmm_zo[/video]
 
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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.
 
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.

Did you get fined for that? lol.
 
Tis my video

In 1.3 ->

You set the turrets in a fire group
  1. 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
  2. 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
 
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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.

Canon's are terrible for turrets as it takes too long for the shell to get to the target combined the inaccuracy of the turret. I'd stick with something that has lots or unlimited ammo like multi-canons or lasers. Fragment canons are great for turrets but run out of ammo quickly.
 
Tis my video

In 1.3 ->

You set the turrets in a fire group
  1. 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
  2. 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.
 
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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.

Still just the two triggers/subgroups

Assuming you are going with the Target Only set up; you could have
Fire Group One
Trigger 1) Beams + Turrets
Trigger 2) Multi Cannons
Fire Group Two
Trigger 1) Beams
Trigger 2) Multi Cannons

That way you can fire you fixed weapons and along with a short pulse from you Beams give a fire order to the turrets, or cycle to a fire group without them to stop them firing but still have both Multi Cannons and Beam lasers on hand
Either side of Fire Group One and Two you can have your Ancillary Groups for Scanners and such.
 
Tis my video

In 1.3 ->

You set the turrets in a fire group
  1. 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
  2. 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?
 
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?

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.
 
Quick Video that hopefully answers your questions

[video=youtube_share;cv432C8eXgI]http://youtu.be/cv432C8eXgI[/video]
 
Great, thanks. I can see me making more use of just 1 fire group for CZ now...

I see they still haven't fixed the issue of turrets continuing to fire after your target hits 0% hull. I've got used to clicking off the target once it reaches that stage to let the weapon recharge faster.
 
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.
they REALLY need to add more triggers to each group...
I'd love to have a fire group for:
first trigger: beam turrets
second trigger: beam gimbles
Third trigger: multi canon gimbles

Not very efficient if they stop firing as soon as I switch.
 
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