V1.102 : Weapons that became useless

  • Thread starter Deleted member 38366
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Deleted member 38366

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In their defence turrets are extremely hard to balance, as they have a very wide fire arc. I'll give a completely outrageous example but if a turret was as accurate as I am, and used fixed weapons stats it would blow vipers/cobras/eagles up all day without me doing anything but rolling, it would be a complete easy mode in any large ship.

On the other side you have the current incarnation which is way too far the other direction by both being considerably less dps, but also much less accurate. I'm not sure if you noticed but turreted MC have very nearly half the fire rate of fixed, as well as being inaccurate and hopeless. Lasers fare better because they are instant hit but still suffer from a huge wobble.

I don't know how they should balance this, If they lowered their damage but made them perfectly accurate i feel like it would give a "timer" for small ships to kill a big one as well as having a high payoff for no skill input. Equally they are quite poor in their current incarnation though that isn't entirely their fault, sometimes its because a ship doesn't have enough viable hardpoints spare to load them - if i put turrets on a python i've lost a considerable amount of firepower.

Edit: I realise much of this has nothing to do with the aimer wobble when they have been out for anytime but really just about turrets in general.

Edit2: did you have A sensors, people have long speculated they boost turret accuracy.
 
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Deleted member 38366

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This is getting ridiculous. The list of game-breakers that have not been addressed is staggering.

The good news is... I can feel the apathy slowly growing. it feels close to 50/50 with my compulsion to keep playing. Soon I will be free of this 2-month addiction that has - like digital heroin - eroded the quality of my real life. Freeeeeedooommmm! :p
 
Turrets are a joke, they put a bounty on your head and never hit their target.
target only is still fire at will I don't want the to target my friend I accidentally shot when I'm cycling targets.
they cost a fortune for some reason.
i feel your pain man, when I was in my type 9 I used homing missiles vs pirates.
cant do that anymore.
try turreted beams they're the only ones that do any damage.
 
I noticed some problems yesterday also. I just haven't had time to confirm anything, but it would seem that my Type-7 is now useless in the game. Missiles had no effect on the viper with shields. It also seemed that every other jump I was getting an interdiction (playing solo). Makes me wanna just sell the type 7 if there is no way to defend it.
 
Sounds more like failed balance pass to me.

Turrets are probably the hardest weapons to balance because i can imagine one could easily make them stupid OP or completely useless with just a minute change to accuracy, turret tracking speed, range, or damage.

I mean, the only turret class affected by chaff afaik are C1s.

But still... Gimbal lasers and missiles/torps will pwn enemies faster than all seekers pre 1.1. Especially if you are in a T9... You have quite a few hardpoints.
 
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Wish they would put a viewfinder on turrets that we can switch to for manual control, would be so much more fun and make sense. FD seems to be against cameras for some odd reason, should be a utility mounted telescope too.
 
Does the amount of maneuvering you're doing change turret accuracy? Maybe they have a harder time if you're rolling and pitching all over the place.

Also: don't use missiles to scare pirates off! You need something that will burn through their shields and that isn't missiles anymore.
 
In their defence turrets are extremely hard to balance, as they have a very wide fire arc. I'll give a completely outrageous example but if a turret was as accurate as I am, and used fixed weapons stats it would blow vipers/cobras/eagles up all day without me doing anything but rolling, it would be a complete easy mode in any large ship.

On the other side you have the current incarnation which is way too far the other direction by both being considerably less dps, but also much less accurate. I'm not sure if you noticed but turreted MC have very nearly half the fire rate of fixed, as well as being inaccurate and hopeless. Lasers fare better because they are instant hit but still suffer from a huge wobble.

I don't know how they should balance this, If they lowered their damage but made them perfectly accurate i feel like it would give a "timer" for small ships to kill a big one as well as having a high payoff for no skill input. Equally they are quite poor in their current incarnation though that isn't entirely their fault, sometimes its because a ship doesn't have enough viable hardpoints spare to load them - if i put turrets on a python i've lost a considerable amount of firepower.

Edit: I realise much of this has nothing to do with the aimer wobble when they have been out for anytime but really just about turrets in general.

Edit2: did you have A sensors, people have long speculated they boost turret accuracy.
Don't turrets deal like half as much damage as gimbals? That sounds fairly easy to overcome if you attack with more hardpoints than he defends and you have fixed / gimballed weapons
 
So basically, turning FA off and putting your ship into a roll will give better overall turret accuracy than keeping them pointed at your pursuer. Yeesh. This is one of those fine tuning things that's going to be a pain for a while.
 
Turrets are just fine, check your sensors. Tried turrets on viper, cheap low level ones, as long as there was enough of power it was good enough for small ships, but takes twiće as much time as with gimbals.

imagine t9 heavy shielded, with max level turrets working as you wish, you can anchor at nav point in any anarchy, and just start the counter.

Trader is not supposed do defend itself, it should have possibility to wave a stick and run away...
 
So basically, turning FA off and putting your ship into a roll will give better overall turret accuracy than keeping them pointed at your pursuer. Yeesh. This is one of those fine tuning things that's going to be a pain for a while.

Well, think about it. With FAOff your trajectory and motion is much easier to respond to.

With FAOn, thrusters are constantly firing to keep your forward motion as close to where your nose is pointing. Constant input from multiple directions would make tracking more difficult.

Total thought experiment though, I don't necessarily call this correct but it might be
 
The Lakon class freighters excel at trading. Combat not so much. It's still easy to submit to interdictions, boost and FSD away. Not sure why you're trying to fight.

If this is PvP, your tactic should be the same. Don't even put weapons on it, chaff, ECM, shields cells, boost, FSD out of there. You're flying a freighter to trade, right? Why chase after some measly bounty.
 
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