Forums » Suggestions

Turrets added to pilot control

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Jan 13, 2017 Luxen link
Thanks for those numbers, they were enlightening on the subject. Given what Nyscersul has said, I +1 this suggestion.

Could you find out the numbers for Neut and Gat turrets, though? without those, Id say make the suggestion only affect Capital ships...
Jan 13, 2017 Nyscersul link
Gat turrets are exactly 4000dps, and neut mk2 are approximately 4200 dps. Both could be equipped for maximum two turrets on a single target, with a dps of 8000, or 8400 for neuts. But in these cases we are limited to 600m or so and also relatively slow projectile speeds.

As before mentioned, i have played and observed turrets a lot. Having two turrets concentrate fire and also a main gat/mega posi, you ought to be able to deshield a goli or dent relatively easily, if they sit still, but not easily if the target is moving due to the angles of fire. for the two turrets plus large port mega posi, either neut turrets or gats or cap cannons should be able to deshield a trident/goli and a twin neut turret and mega posis ought to be able to dezhield a queen. But... mega posi aim sucks, and i tend to use a hive gat, which allows a slightly lower dps, but makes getting your angle of fire easier.

So... Neut turrets are in fact the highest achievable turret dps, but they are relatively slow projectile speed, require many many hits, and suffer much shorter range over the capital class turrets. But gat turrets... wouldnt that be fun? Four gat turrets and a main pot hive gat all firing off like mad... Thats a boomgasm if ever i saw one.

Also... a worthy limitation to these numbers for dps on energy turrets - why not have turrets use the energy supply of the ship? Even a tridents power cell will be killed off quick with any four energy turrets firing on full auto. And, it would account for an appropriate decrease in effective energy turret power for small ships too.
Jan 14, 2017 Luxen link
Nyscersul++
Jan 15, 2017 aaronund link
Any developer input?
Jan 16, 2017 vskye link
-1. Get a gunner.
Jan 18, 2017 Nyscersul link
Gunners are a liability. An additional player is almost always more useful as fighter support.
Jan 20, 2017 Barktooth link
+1 Pizzasgood's suggestion for hive re-balancing. There should be more of a challenge, bots get boring quite fast.
Mar 23, 2017 Inhibitor link
+1

Mainly for everything what Nyscersul says.

Even if you made turrets to auto-fire, only two turrets would be able to successfully hit targets on Trident, and even then because of slow turning of Trident, it would be hard job to score hits on moving targets.
Jun 13, 2017 Anewold link
+1
Jun 19, 2017 anthonsh12 link
+1

I know there would be issues but I think we would end in a better place.

Part of hive balance could be having them avoid a trident if they're not going to stand a chance. The trident could still be used as a mobile base and to clear an area for mining.
Jun 19, 2017 Mi5 link
Whatever just fix being able to just sit and fire off firecrackers forever, turrets still can't be killed, docking and undocking still breaks homing missles locking, and turrets still have unlimited ammo.
Jun 19, 2017 We all float link
+1 OP