for people who still watch this vid 8 months later lol anyway Turrets on "fire at will" function will only attack ships that you've attacked once and are red on ur radar, same for target so u need a manual weapon to hit the enemy and from then on the turret will attack whenever its within range :) hope this info helps
This is not quite true. Go into a Conflict Zone (not a Res Site) and choose one side over the other. Deploy your turrets on "Fire at Will" Mode and you will find that turrets will attack any Enemy (red) ship that is within their fire arc. They will even open up on enemy targets without you choosing any targets what so ever.
yeah but in a neutral zone where u dont pick sides u would have to shoot at a person first then ur autoturrets will start shooting the enemy otherwise they wont just shoot neutral ships since it doesnt read it as an enemy :)
It is true that Turrets won't deliberately attack neutral ships - however it is NOT true that turrets will only attack targets you have previously attacked. Turrets will shoot at any hostile target within range and within the firing arc of the turret - prioritising the highest priority targets first. Take the recent CG's where there was a component where you had to "Rescue" Escape Pods and turn them in at a station as part of a salvage operation. If - as I did - you went to the salvage area in a ship with Turrets (I took both my Anaconda and Federal Corvette at different times, both have several hard points with turrets fitted) and set your turrets to "Fire at Will" mode, then started collecting Escape Pods. The various pirate vessels that scan you will eventually work out that you have valuable cargo and start attacking you - at which point any turret that can attack the now hostile pirate will do so. It's a subtle difference to what you're saying - but what you're saying - "Turrets on fire at will function will only attack ships that you've attacked once and are red on ur radar" - is NOT accurate. Starting your reply with "Yeah but" suggests you want to disagree with what I'm saying in my first reply - however what I have said is entirely accurate and can easily be tested in game by doing what I suggest.
honestly what i meant to say in the first place is as u said that turrets will only attack hostile ships but not neutral ones > in the video it doesnt specify
Turrets are good for any ship that cant turn quick enough to stay on a target. I use them on my type 10 . I have 2 cannons and 2 beams on the top as turrets but under neath I use gimballed cannon and 2 beams . The 2 small ones I have gimballed pulse lasers
I do see some uses for these. They are darn expensive though and in an area with a lot of allies around, they can defiantly get you in a lot of trouble.
Emergency drop 12km from the RES.. nice one :p By the way, I believe they've changed the way turrets work a bit back so they may work differently from how it was when you made this video.
I greatly appreciate this turret analasys due to being a low vision player who enjoys hitting those long hauls but want to have a ship built to defend itself instead of run outright. gives me the idea to build a full turret python built for long hauls and medium cargo. think of it like an armored car for important goods lol
Nice Video. I use Auto-Turrets on my ASP-Explorer with Tradingsetup it works perfekt for me as a newbee. If i get Interdicted from BadBoys and they shooting at me , i have time to restart the Frameshiftdrive again, while my Turrets and a Rocketlaunschers make some Damage with out my attention on that Fighting. And on this i destroied a Handfull with out my help. I tryed it in Confictzone and died imidiet while they jumping arround. But for Traders a great Choice.
I haven't been playing long. But there's a few places where I think the turrets are a good idea. Mostly, passive defense for trading and mining. If you don't want to commit to a fight, having weapons passively engaging the enemy (either targeted or fire at will) while you focus on evading fire and charging your FSD can be great. If nothing else, it might mean the enemy has to adjust their power configuration to compensate with the shield drain, and/or maneuver more carefully to avoid taking fire, which translates into less shots taken at you. I've got a hauler I'm thinking of sticking some turrets on because I don't anticipate ever having a toe-to-toe fight with anyone.
I just got a T10 and have been putting only turrets on it so it’s a giant tank, unfortunately I need more money to get the A class power plant for all of them so you’ll catch me farming void opals
I've only ever utilized turret's with target only. Having a button configured for seleting the cloestest hostile. I can be facing away form some one, meaning they are on my six, nine, three, etc. and should they shoot one shot and hit me, push the button, and my turret's will return file to that particular ship. Regardless of where they are facing in relation to where I'm faceing when getting hit. Though they do less damage, because they don't miss, every shot does damage, fixed and gimbaled are subject to missing, and thus no damage.
Don't see a good use for "fire at will"? Think about it. If you shoot an enemy only one time and then he gets destroyed by others, you still get the combat bond credits. Select fire at will, speed through shooting every enemy, then evade and let your team finish them off. You get paid for multiple combat bonds just for doing a flyby.
oh yeah just an fyi i do a lot of mining and on a larger ship in RES sites you can mine and set the turrets to auto fire on those pesky small pirates without even having to stop mining. thats one use :P
I thought turrets were a gimballed weapon aiming type specifically for the hardpoint module. Where are the usual stations that turrets are located? Hopefully not past 40LY from LHS 3447?
Turretted weapons actually use less power than their gimballed counterparts. Here's a sidey with one gimballed and one turretted beam. www.edshipyard.com/#/L=601,4x24wt,2-3w3w3w2M2M2M22,7Og03w2Uc
***** I'm not sure what you're after by saying that. Yes, turrets do less damage in the same relative time as gimballed weapons. However they are able to sustain fire even when the target is not in your line of sight. For a skilled pilot in a fighter craft this matters very little, but for large multi-purpose craft you can really see the benefit of having turreted weapons. The point being that the amount of damage output depends entirely on pilot skill and the ship. Also, if you watch carefully, it was mentioned in the video that turrets use more power, which they do not. That's why I posted the original comment.
I was a little surprised to see how your turret weapons were working as mounted - they are so far apart they seem to often bracket the target. Given the ship you'll need to get the class 3 weapons I think. I've the exact same 2 class 2 turret beams on a little Cobra III and it seems to me to be super effective. I can spend a good part of any fight firing "over the shoulder" and even behind, all while running rings round the opponent (npc) and avoid much return fire.
Fire at will= Enemy behind you and you cant target.. Fire at target means it LOCKS to the target, in rear and sides, where you cant see them.. Straight ahed is NOT what you want, esp if you cant Follow the enemy...
What about defensively on less agile ships? Can you test an anaconda or similar with some fire at will turrets defending itself against smaller, agile targets?
If you want foreward fire get gimballed... better stats dps power draw ect and cheaper. They are good for slow brick class ships like the python or higher set to target only mode. that way when those annoying little vipers out turn you, you are still doing damage to them constantly. I have swapped around my loadout and on a python and I have a C3 fixed beam on the underbelly and 2 medium beam turrets covering the top and 2 large gimballed multicannons for use when the shields are down. The beam lasers melt shields very quickly for the alpha strike and having only 2 medium beam turrets results in acceptable capacitor draw and heat generation. They are for damaging annoying enemies and to do damge during turn wars where I'm usually losing slowly but not quite in their sights. I also have a fire group with multicannons only for ripping into them once they are fully in my sights. This lets me easly fire forever on 1-2 pips in weapons.
Forward fire is completely useless. The function of a fixed weapon with only 75% of the power. But the Fire at Will function I feel would only be good if you are a bigger ship that will take heat from a lot of ships. like in a big battle. Or maybe a smuggler who just wants to put pressure on a ship as you get away.
don't know... turrets only got me in trouble always.. they just started to shoot at securities and such things... they just seem to randomly attack sometimes.. at least that how I experienced them... I never touched them again :D
Is there a mode where I can eat a sandwich while the ship flies itself and automatically fires at enemies, and spends money on upgrades on its own? I'm a bit lazy. That whole pointing at what I want to shoot at is hard work.
+Daniel Hernandez is there a world where elite players understand that all ships are not as maneuverable as a sidewinder, and we need turrets to put pressure on ennemies that avoid the nose of your ship? no offence btw
TL;DW - My mining laser won't work on an asteroid. How do I fix it, quick & easy? It's on the front of my Sidewinder. I don't know how to switch to "forward mode." I can't use M + Right click as someone else suggested on Reddit. M opens up my galaxy map.
Keilink I can't remember if it was only fire at will where you cant fire unless there's a hostile target, or if it was all of the fire modes, but yeah it's a bit weird. I guess these are designed more as a defensive weapon, something to keep fighters off the backs of large trading ships until they can jump out or that sort of thing.
ofcourse they are best on a clipper, everything is best on a clipper because fdev empire bias. Anyway, informative video. going to put these on my lakon!
for people who still watch this vid 8 months later lol anyway Turrets on "fire at will" function will only attack ships that you've attacked once and are red on ur radar, same for target so u need a manual weapon to hit the enemy and from then on the turret will attack whenever its within range :) hope this info helps
This is not quite true. Go into a Conflict Zone (not a Res Site) and choose one side over the other. Deploy your turrets on "Fire at Will" Mode and you will find that turrets will attack any Enemy (red) ship that is within their fire arc. They will even open up on enemy targets without you choosing any targets what so ever.
yeah but in a neutral zone where u dont pick sides u would have to shoot at a person first then ur autoturrets will start shooting the enemy otherwise they wont just shoot neutral ships since it doesnt read it as an enemy :)
It is true that Turrets won't deliberately attack neutral ships - however it is NOT true that turrets will only attack targets you have previously attacked. Turrets will shoot at any hostile target within range and within the firing arc of the turret - prioritising the highest priority targets first. Take the recent CG's where there was a component where you had to "Rescue" Escape Pods and turn them in at a station as part of a salvage operation. If - as I did - you went to the salvage area in a ship with Turrets (I took both my Anaconda and Federal Corvette at different times, both have several hard points with turrets fitted) and set your turrets to "Fire at Will" mode, then started collecting Escape Pods. The various pirate vessels that scan you will eventually work out that you have valuable cargo and start attacking you - at which point any turret that can attack the now hostile pirate will do so. It's a subtle difference to what you're saying - but what you're saying - "Turrets on fire at will function will only attack ships that you've attacked once and are red on ur radar" - is NOT accurate. Starting your reply with "Yeah but" suggests you want to disagree with what I'm saying in my first reply - however what I have said is entirely accurate and can easily be tested in game by doing what I suggest.
honestly what i meant to say in the first place is as u said that turrets will only attack hostile ships but not neutral ones > in the video it doesnt specify
Literally the only reason i came here
Turrets are good for any ship that cant turn quick enough to stay on a target. I use them on my type 10 . I have 2 cannons and 2 beams on the top as turrets but under neath I use gimballed cannon and 2 beams . The 2 small ones I have gimballed pulse lasers
*Seamans landing* "cracks up"
Very well done and super informative Vorn!
DaGaimez Thanks :)
+Vornskyr Setting turrets to target only would help with more agile ships like Eagles and such
I do see some uses for these. They are darn expensive though and in an area with a lot of allies around, they can defiantly get you in a lot of trouble.
Emergency drop 12km from the RES.. nice one :p
By the way, I believe they've changed the way turrets work a bit back so they may work differently from how it was when you made this video.
I greatly appreciate this turret analasys due to being a low vision player who enjoys hitting those long hauls but want to have a ship built to defend itself instead of run outright. gives me the idea to build a full turret python built for long hauls and medium cargo. think of it like an armored car for important goods lol
Nice Video. I use Auto-Turrets on my ASP-Explorer with Tradingsetup it works perfekt for me as a newbee. If i get Interdicted from BadBoys and they shooting at me , i have time to restart the Frameshiftdrive again, while my Turrets and a Rocketlaunschers make some Damage with out my attention on that Fighting. And on this i destroied a Handfull with out my help. I tryed it in Confictzone and died imidiet while they jumping arround. But for Traders a great Choice.
I haven't been playing long. But there's a few places where I think the turrets are a good idea.
Mostly, passive defense for trading and mining. If you don't want to commit to a fight, having weapons passively engaging the enemy (either targeted or fire at will) while you focus on evading fire and charging your FSD can be great. If nothing else, it might mean the enemy has to adjust their power configuration to compensate with the shield drain, and/or maneuver more carefully to avoid taking fire, which translates into less shots taken at you.
I've got a hauler I'm thinking of sticking some turrets on because I don't anticipate ever having a toe-to-toe fight with anyone.
Another thing I realized while using turrets :
They don#t shoot, when you switch to a different weapons firegroup
I just got a T10 and have been putting only turrets on it so it’s a giant tank, unfortunately I need more money to get the A class power plant for all of them so you’ll catch me farming void opals
I've only ever utilized turret's with target only. Having a button configured for seleting the cloestest hostile. I can be facing away form some one, meaning they are on my six, nine, three, etc. and should they shoot one shot and hit me, push the button, and my turret's will return file to that particular ship. Regardless of where they are facing in relation to where I'm faceing when getting hit. Though they do less damage, because they don't miss, every shot does damage, fixed and gimbaled are subject to missing, and thus no damage.
Nice video, definitely get turrets on the cutter, small nimble ships can be hard to track with forward facing only.
Wow! The ship reminds me of TRON Orange/Blue lol!
Don't see a good use for "fire at will"? Think about it. If you shoot an enemy only one time and then he gets destroyed by others, you still get the combat bond credits. Select fire at will, speed through shooting every enemy, then evade and let your team finish them off. You get paid for multiple combat bonds just for doing a flyby.
oh yeah just an fyi i do a lot of mining and on a larger ship in RES sites you can mine and set the turrets to auto fire on those pesky small pirates without even having to stop mining. thats one use :P
I thought turrets were a gimballed weapon aiming type specifically for the hardpoint module. Where are the usual stations that turrets are located? Hopefully not past 40LY from LHS 3447?
did he just say the words "go for the anaconda"
Turretted weapons actually use less power than their gimballed counterparts.
Here's a sidey with one gimballed and one turretted beam. www.edshipyard.com/#/L=601,4x24wt,2-3w3w3w2M2M2M22,7Og03w2Uc
***** I'm not sure what you're after by saying that.
Yes, turrets do less damage in the same relative time as gimballed weapons. However they are able to sustain fire even when the target is not in your line of sight. For a skilled pilot in a fighter craft this matters very little, but for large multi-purpose craft you can really see the benefit of having turreted weapons. The point being that the amount of damage output depends entirely on pilot skill and the ship.
Also, if you watch carefully, it was mentioned in the video that turrets use more power, which they do not. That's why I posted the original comment.
the shield trick does not work anymore. you should think about fitting some shield cells maybe.
I was a little surprised to see how your turret weapons were working as mounted - they are so far apart they seem to often bracket the target. Given the ship you'll need to get the class 3 weapons I think. I've the exact same 2 class 2 turret beams on a little Cobra III and it seems to me to be super effective. I can spend a good part of any fight firing "over the shoulder" and even behind, all while running rings round the opponent (npc) and avoid much return fire.
Fire at will= Enemy behind you and you cant target..
Fire at target means it LOCKS to the target, in rear and sides, where you cant see them..
Straight ahed is NOT what you want, esp if you cant Follow the enemy...
What about defensively on less agile ships? Can you test an anaconda or similar with some fire at will turrets defending itself against smaller, agile targets?
Thanks. 👍 It should have a pop-up warning about activating them if they're not going to activate them automatically on purchase.
O. Rood Right? I thought mine were busted.... Gonna try them tomorrow...
If you want foreward fire get gimballed... better stats dps power draw ect and cheaper. They are good for slow brick class ships like the python or higher set to target only mode. that way when those annoying little vipers out turn you, you are still doing damage to them constantly. I have swapped around my loadout and on a python and I have a C3 fixed beam on the underbelly and 2 medium beam turrets covering the top and 2 large gimballed multicannons for use when the shields are down. The beam lasers melt shields very quickly for the alpha strike and having only 2 medium beam turrets results in acceptable capacitor draw and heat generation. They are for damaging annoying enemies and to do damge during turn wars where I'm usually losing slowly but not quite in their sights. I also have a fire group with multicannons only for ripping into them once they are fully in my sights. This lets me easly fire forever on 1-2 pips in weapons.
Forward fire is completely useless. The function of a fixed weapon with only 75% of the power. But the Fire at Will function I feel would only be good if you are a bigger ship that will take heat from a lot of ships. like in a big battle. Or maybe a smuggler who just wants to put pressure on a ship as you get away.
don't know... turrets only got me in trouble always.. they just started to shoot at securities and such things... they just seem to randomly attack sometimes.. at least that how I experienced them... I never touched them again :D
thanks very informative vid
can you help me? i Just got an eagle but weapons only deploy when im near a space station not in deep space. what Am i doing wrong??
Will Waldschmit u r in supercruise u can't fire in supercruise
mate size 3 burst lasers are 800k
Is there a mode where I can eat a sandwich while the ship flies itself and automatically fires at enemies, and spends money on upgrades on its own? I'm a bit lazy. That whole pointing at what I want to shoot at is hard work.
+Daniel Hernandez is there a world where elite players understand that all ships are not as maneuverable as a sidewinder, and we need turrets to put pressure on ennemies that avoid the nose of your ship? no offence btw
worse that every capital ship has a lazy captain, all guns are turrets, coz why not?
TL;DW - My mining laser won't work on an asteroid. How do I fix it, quick & easy? It's on the front of my Sidewinder. I don't know how to switch to "forward mode." I can't use M + Right click as someone else suggested on Reddit. M opens up my galaxy map.
So there is no way to initiate combat without a standard or gambled weapon ? :o
Keilink I can't remember if it was only fire at will where you cant fire unless there's a hostile target, or if it was all of the fire modes, but yeah it's a bit weird. I guess these are designed more as a defensive weapon, something to keep fighters off the backs of large trading ships until they can jump out or that sort of thing.
I've tried but nothing, I've just bought a vulture with double turreted weapons and I was there floating while my bounty was drifting away xD
Keilink hahaha that sucks. I'm gonna try out mines today I think, I have a feeling they will be pretty much the same deal.
Vornskyr Ahah ! I don't know what you are flying currently but if you have multiple hardpoints try to keep a classic weapon or something :p
Keilink Yeah I think that's a good idea lol
This was posted exactly 1 year ago :D
Bobby Jenkins no it wasn’t
ofcourse they are best on a clipper, everything is best on a clipper because fdev empire bias. Anyway, informative video. going to put these on my lakon!
But are they worth it?
+Brandon Munro hard point placement on the new cobra 4 is ideal with cannons on the front.
HAHAHA SEAMANS LANDING
in short they dont your welcome
LOL my tag is Cmdr vornstar