Deleted member 38366
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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 weaponsIn 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.
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.