Would you like missile turrets?

Would you like turrets for missiles and torpedoes. Could be great for multicrew. What about for single player to? How do you think NPC/AI turrets should work for locking on? What about wasting ammo? Or choosing when best to launch?

DB said on the livestream that player turrets work well in multicrew. Do you want player missile turrets?
 
There's something inherently satisfying about missile turrets. So yes, they would be nice to have if and when turrets are made viable.
 
I'm tempted to say yes (assuming they've been upgraded to actually be useful), but modern navies have long since switched away from missile turrets to Vertical Launch System (VLS) cells, which shoot straight upwards and allow the missile to turn in the direction of the threat or target. It's actually a more efficient system, because it eliminates the time taken for a turret to physically slew around in the right direction.

So, turrets for missiles could easily be possible, but simply shooting missiles out at right angles and seeing them immediately turn in the direction of the target, no matter whether it's in front, behind or to the side, would be more realistic. Remember, these craft aren't the size of jet fighters. They're more like frigates, destroyers and submarines.

What's weird is that ED has 'dumb' missiles which aren't guided, when in reality we now have things like PKWS 2, which convert old unguided rockets carried by helicopters, into extremely precise guided missiles. Unguided rockets are very unlikely to exist this far into the future.
 
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I'm tempted to say yes (assuming they've been upgraded to actually be useful), but modern navies have long since switched away from missile turrets to Vertical Launch System (VLS) cells, which shoot straight upwards and allow the missile to turn in the direction of the threat or target. It's actually a more efficient system, because it eliminates the time taken for a turret to physically slew around in the right direction.

So, turrets for missiles could easily be possible, but simply shooting missiles out at right angles and seeing them immediately turn in the direction of the target, no matter whether it's in front, behind or to the side, would be more realistic. Remember, these craft aren't the size of jet fighters. They're more like frigates, destroyers and submarines.

What's weird is that ED has 'dumb' missiles which aren't guided, when in reality we now have things like PKWS 2, which convert old unguided rockets carried by helicopters, into extremely precise guided missiles. Unguided rockets are very unlikely to exist this far into the future.

as has been said multiple times before...

they are cheap.
 
Ammo would be a big problem. But if we were given more than 2 fire buttons, then turreted lock with manual fire would work. You could fight with usual cannons/rails /lasers, and then throw missiles when ever convenient.

Currently, I only switch to a fire scheme involving missiles when I need them because I need that trigger for rails. If they were online all the time I'd need a different trigger.
 
Would you like turrets for missiles and torpedoes. Could be great for multicrew. What about for single player to? How do you think NPC/AI turrets should work for locking on? What about wasting ammo? Or choosing when best to launch?

DB said on the livestream that player turrets work well in multicrew. Do you want player missile turrets?

No, I wouldn't like them or want them. I don't use missiles or torps and I don't use turrets. I see no need for this and this idea already has one major pitfall: ammo. The only missile rack with a good amount of ammo without any help from engineers is the packhoud. As it is a PP weapon, it will only ever come in one type and size. As for the regular versions, torps are always heat seeking and missiles have the heat seeking option. If missile turrets were to be a thing, they would have to be dumbfire. Seeker turret missiles would be too much. Torp turrets would simple be a waste of credits.
 
But if we were given more than 2 fire buttons

Sorry for derailing, but this issue has been annoying me since Gamma...

Give us more than just 2 fire buttons already!

I get that consoles only have so many buttons on their controllers but are we honestly going to design and shape games that are on PC's to the limitations of consoles?

I have 20 buttons on my HOTAS as well as various ministicks, scrollwheels and hatswitches, not including mode switching which gives it another 20+20 from two extra modes as well as 104 buttons on my keyboard with an additional 8 macro keys plus 5 buttons and a scrollwheel on my mouse.

That means I technically have 60+104+8+5 = 177 buttons to use.

Let me bloody use my options :p


That said I wouldn't really need more than 4 fire buttons. I played Mechwarrior Online quite a bit where you have 4 fire buttons and that seems to be the golden number.

Annoys the heck out of me when I am in my FdL with 2 beams, 2 multicannons and 1 huge cannon and I have to keep switching firegroup to make use of all my weapons... or put limitations on myself and only use 2 different weapon types, e.g. 2 beams, 2 multicannons and 1 huge multicannon so I can put all multicannons on the same fire button.

And since I mentioned Mechwarrior Online and it's fire-group system... why can't I set up my firegroup to chainfire... e.g. if using 4 x pulse lasers why can't I set them up so they fire one at a time in a cycle rather than all 4 at same time? Cycle-fire would reduce waste heat amounts and also allow the WEP capacitor to recharge without draining a massive chunk with every trigger pull.

#AdddMoreFireButtonsSince2014
 
Would you like turrets for missiles and torpedoes. Could be great for multicrew. What about for single player to? How do you think NPC/AI turrets should work for locking on? What about wasting ammo? Or choosing when best to launch?

DB said on the livestream that player turrets work well in multicrew. Do you want player missile turrets?

Missile turrets!

As long as they shoot like this ( from 3:25 mark ):
https://youtu.be/k3C83hzkg7o?t=205

( Urgh, video uploader being difficult )
 
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as has been said multiple times before...

they are cheap.

So are conversion kits. Compare the cost of a single Hellfire missile to an old forward-firing rocket with PKWS 2... It's made them so cheap, there's now talk of putting pods in ground vehicles, like humvees, so that they effectively have a bunch of guided missiles ready to fire at whatever. Plus, they have the benefit of much smaller warheads, which means limiting collateral damage.

In the immediate future, drones won't be limited to a handful of Hellfire missiles. They'll be having pods of dozens of PKWS 2 guided rockets.

Translating that to the time ED is set in, we should have a choice between larger missiles with better guidance (possibly even multiple seeker types) and larger warheads or, alternatively, cheaper types of guided missiles with less destructive warheads and potentially reduced range.

Unguided rockets are pretty much going to be virtually non-existent in a couple of decades. Remember, the more widespread a technology becomes, the cheaper it ultimately gets.
 
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No, I wouldn't like them or want them. I don't use missiles or torps and I don't use turrets. I see no need for this and this idea already has one major pitfall: ammo. The only missile rack with a good amount of ammo without any help from engineers is the packhoud. As it is a PP weapon, it will only ever come in one type and size. As for the regular versions, torps are always heat seeking and missiles have the heat seeking option. If missile turrets were to be a thing, they would have to be dumbfire. Seeker turret missiles would be too much. Torp turrets would simple be a waste of credits.

So because YOU don't use missles or turrets that means no-one else should either? Hmmmm very nice, and what PC do you use so we can all conform to your little world view.
 
Would you like turrets for missiles and torpedoes. Could be great for multicrew. What about for single player to? How do you think NPC/AI turrets should work for locking on? What about wasting ammo? Or choosing when best to launch?

DB said on the livestream that player turrets work well in multicrew. Do you want player missile turrets?
Would it be nice with turreted missiles? Yes.

More options is always fun and better.

There is no reason not to have them.
 
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That means I technically have 60+104+8+5 = 177 buttons to use.

Let me bloody use my options :p


#AdddMoreFireButtonsSince2014

What this gent said! Plus voice attack.. everything should be key bindable (especially when using VR) - how does someone wearing a VR brick over their face find 200 buttons? :) :)
 
I'd be happy with rear-facing guns and a computer-generated targeting image so I could shoot behind me.
Honestly, I don't know why this doesn't exist already. I mean, it IS 3301, which means humans have been killing each other for what, about 2 million years now?
How could we have not gotten this right?
 
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I'm tempted to say yes (assuming they've been upgraded to actually be useful), but modern navies have long since switched away from missile turrets to Vertical Launch System (VLS) cells, which shoot straight upwards and allow the missile to turn in the direction of the threat or target. It's actually a more efficient system, because it eliminates the time taken for a turret to physically slew around in the right direction.
<snip>

It also looks pretty darn cool — which is why I'd like to see remote controlled missiles or torpedoes for multicrew.
 
If we didn't want missile and torpedo turrets then what about missile/torpedo targetting from any gun turret position? Such that in multicrew players in gun turrets could target and fire missiles if those weapons were available. What about a fighter being able to iluminate a target for missiles / torps fired from the mothership?

Do you think single players should have access to multicrew turrets? as like the SRV.
 
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