Why do we have Turrets???

I did a little testing with turrets on my python.

I loaded five size 2 laser beam turrets onto the python and went to get me an pirate npc cobra for testing.

I run an A modul sensor suite, the biggest that fits, i think thats A6 or so.

I set the turrets to fire at target, targetet the cobra and waitet until he startet to nibble my shields to death.

The turrets (beam turrets) startet to nick the cobra with an fire rate (very short bursts) of about one hit every 2 seconds.

I switched the turrets to fire forward manually and toastet the cobra in about 3 seconds constand beam fire.

So i conclude, the python has plenty of power to run 5 size 2 turrets, firing them for about 10 seconds did eat barely into the capacitator.

But if they run as Turrets (fire at target) they fire in very short bursts and barely damage the shield of an npc cobra.

Fired forward by hand they kill same cobra in three seconds flat.

When turrets are already one class lower and weaker then the hard point (so the beams i used where in truth like class one fixed beams)

Why are they limited to firing bursts that are way less than a second every two or three seconds?

and why do we have turrets?
 
I did a little testing with turrets on my python.

I loaded five size 2 laser beam turrets onto the python and went to get me an pirate npc cobra for testing.

I run an A modul sensor suite, the biggest that fits, i think thats A6 or so.

I set the turrets to fire at target, targetet the cobra and waitet until he startet to nibble my shields to death.

The turrets (beam turrets) startet to nick the cobra with an fire rate (very short bursts) of about one hit every 2 seconds.

I switched the turrets to fire forward manually and toastet the cobra in about 3 seconds constand beam fire.

So i conclude, the python has plenty of power to run 5 size 2 turrets, firing them for about 10 seconds did eat barely into the capacitator.

But if they run as Turrets (fire at target) they fire in very short bursts and barely damage the shield of an npc cobra.

Fired forward by hand they kill same cobra in three seconds flat.

When turrets are already one class lower and weaker then the hard point (so the beams i used where in truth like class one fixed beams)

Why are they limited to firing bursts that are way less than a second every two or three seconds?

and why do we have turrets?

Maybe just a bug, I've run turrets on other ships and they fire constantly as long as the enemy is within range and arc.
 
I will test again but it waqs an very slow npc cobra and never more than 2 km away, so i had no problem to cook it with teh turrets set to forward in a few seconds.
 
It could be a problem with the turret logic.

Maybe some more options could add into it. For example, the energy quota that you want the turreted weapons to have or the firing rate.
 
I think if i can fire them by hand for more than 10 seconds constant and need only 2 bars they should have enough power for automatic fir?
 
Deleted <Was explaining turret targeting, re-read OP and noticed its more about the energy use>
 
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It was a slow moving npc cobra, no chaff no ecm, I lined up on it with forward on the turrets and burned it manually in 3 seconds, you could have popped it with potato guns...
And I even made sure to turn so turrets had always free arcs.
 
Last time I used beam turrets (on an anaconda) they fired more or less constantly (and left you often without any wep reserves and/or over heated). Not tried them out since beta so maybe they are firing in a pattern that avoids this?

I had far more success with pulse and multi-cannon (energy management and hit rate). Have you tried those yet to see if it is any better?
 
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