To turret or not to turret

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Tiwaz
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Re: To turret or not to turret

Postby Tiwaz » Tue Mar 03, 2015 5:27 am

Corsaire31 wrote:To the OP : on a Cobra, a pair of Class 1 gimballed beam lasers with a good power plant take care of small crafts like Sideys or Eagles and fry them quite fast... You only need to keep them in the lower half of your windshield for the lasers to bear as they are under the wings.


Thanks.

I am actually running with small gimball bursts and medium multiguns right now in Cobra, but tested turrets on it to see if my idea of using them on bigger ships is viable. Cobra test was kind of miss but clearly it is due to design of ship since some people have turrets work well.

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de Carabas
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Re: To turret or not to turret

Postby de Carabas » Tue Mar 03, 2015 11:43 am

GlobusDiablo wrote:
de Carabas wrote:...How is that controlled with turrets that are firing for themselves?...


Indeed. You can't. So make sure to have plenty of power (upgrade core components on your ship), and all pips to weapons. There is no point in pips to engine in the big freighters while in combat. So 4 pips to weapons, 2 in system/shields. Fly backwards and enjoy the fireworks. :)

Be ready to abort and relocate all pips to engine if things aren't going your way. Full throttle and boost straigth into/past them. It takes time for your opponent to get a bead on you again, and you should be ready to jump by then.


Maybe it's my age but I'm still not getting it. :oops:
Having more power and more pips to weapons must make the risk of the ship overheating worse as the turrets could fire for longer without conking out. Or am I missing something? :P

EDIT: I was missing something - an 'e'.
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Re: To turret or not to turret

Postby Tiwaz » Tue Mar 03, 2015 12:22 pm

Well, you could from system panel change the firing settings of turrets to make them stop. Not fast or convenient but beats fiery death of boiling in the cockpit.

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Re: To turret or not to turret

Postby GlobusDiablo » Tue Mar 03, 2015 1:43 pm

de Carabas wrote:...Having more power and more pips to weapons must make the risk of the ship overheating worse as the turrets could fire for longer without conking out. Or am I missing something?...


It's a bit hard to explain. Easier if you try it. You'll see what I mean.

But basically, ship overheating isn't the same as weapon overheating. Ship overheating is related to engine use. Weapon overheating is related to amount of "pips" you have available in weapons, and cooling of said weapons.

I think I'll make it more confusing by trying to explain in depth. So best advice from me is try it. You can easily have 2 beam turret lasers running non stop as long as you have all pips to weapons and maybe upgrade some core components.

Problem is to give the turrets a target to hit. So, if your in a T6, your 2 mounts are right under you right? So flying backwards, and trying to catch your opponent in front of you, tip you ship up so that the turrets can "see" your target.

Again, this sounds like nonesense. Give it a go. I think you'll see what I mean. :)
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Re: To turret or not to turret

Postby de Carabas » Tue Mar 03, 2015 1:58 pm

Ah, ok. So beam turrets behave differently to normal beams. I've had gimbal medium beams and you have to stop firing before the weapons over-heat because the ship goes critical on temperature since 1.1 massively overdid the effect (although it's less than we saw in 1.1 beta).
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Re: To turret or not to turret

Postby GlobusDiablo » Tue Mar 03, 2015 2:11 pm

de Carabas wrote:Ah, ok. So beam turrets behave differently to normal beams. I've had gimbal medium beams and you have to stop firing before the weapons over-heat because the ship goes critical on temperature since 1.1 massively overdid the effect (although it's less than we saw in 1.1 beta).


Truth be told, I haven't been playing for quite some time (long boring story about bugs and lack of core content-not for this thread), so I don't know if things have changed radically.

Try it out, and tell me what you think. :)

Edit: Goddammit! You're forcing me to start up the game again... ;)
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Re: To turret or not to turret

Postby GlobusDiablo » Tue Mar 03, 2015 2:22 pm

de Carabas wrote:Ah, ok. So beam turrets behave differently to normal beams. I've had gimbal medium beams and you have to stop firing before the weapons over-heat because the ship goes critical on temperature since 1.1 massively overdid the effect (although it's less than we saw in 1.1 beta).


So after a quick dip in game, upgrading your power plant and your power distributer should give you all the juice you need Commander. :)

Didn't fly, so don't know if things still work as they used to though.
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Re: To turret or not to turret

Postby BarkingMad » Tue Mar 03, 2015 3:50 pm

GlobusDiablo wrote:So after a quick dip in game, upgrading your power plant and your power distributer should give you all the juice you need Commander. :)


I think things have changed. My power plant and distribution are as high as they can go on my Cobra but I can still get cabin temperature warnings when using my gimballed lasers. It's definitely more sensitive in 1.1
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Re: To turret or not to turret

Postby GlobusDiablo » Tue Mar 03, 2015 3:58 pm

BarkingMad wrote:I think things have changed. My power plant and distribution are as high as they can go on my Cobra but I can still get cabin temperature warnings when using my gimballed lasers. It's definitely more sensitive in 1.1


Thanks for the heads up Commander. I guess that leaves all previous advice from me more or less useless... Sorry for any inconvenience.

Although you're talking gimballed and not turrets... Can someone clear this up?
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Re: To turret or not to turret

Postby Roger Wilco Jr » Tue Mar 03, 2015 4:26 pm

I was thinking of trying turrets when I get back to civilized space. I want to try some A & B rated weapons instead of my current D-F rated components. I'll probably lock them to forward fire only and see how they compare. I don't like weapons that get confused by chaff or ECM.

Btw, in my Viper and Asp, I've never had a cabin heating problem no matter how many lasers I've used or how much I've used them. With 4 pips to weapons, they would fire until they overheat or run out of energy, then the beams would do slow pulses as they recovered. That's with A rated components.
It's time to give this another go.


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