Forums » Suggestions

Aeolus Light Repair Turret Upgrade

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Apr 19, 2015 Lisa50469 link
The turret is not useful at all.
As a Trident device, It would be great if it would shoot like a Neutron blaster, only repair instead of damage. Something that could be used in station defense, and also while in a battle.

Damage -600 (repair)
Velocity 190m/s
Delay 0.2s
Apr 19, 2015 Sieger link
Yeah! +1
Apr 19, 2015 Death Fluffy link
+1 It really is useless in it's current form.
Apr 19, 2015 biretak link
+1
Apr 19, 2015 abortretryfail link
How is it any less useful than the Aeolus Light Repair Module? It does the same thing w/o using energy...
Apr 19, 2015 greenwall link
So you want a blaster that reps and not a charging weapon? I could be wrong, but I'm pretty sure your specs make it rep almost twice as fast as a Rep Module mk2. Such a turret would render normal repair modules all but worthless.

I'd be concerned that it makes it too easy to rep turrets in stations. As it is right now the armor of turrets seems to be balanced well against all things (attacking and repairing)... if you make it super easy to repair, then you upset this balance and make it much harder to take a defended station.

I do agree it's useless though as it is right now.
Apr 20, 2015 Pizzasgood link
Eh. You're already bombing, so just kill the trident. If it runs, resume killing the turrets.
Apr 20, 2015 greenwall link
Unless this is a trident only suggestion, this would apply to any turreted ships -- i.e. an atlas X that can zip around and insta-repair turrets.
Apr 20, 2015 biretak link
For something that you build, the Aeolus Light Repair Module isn't worth building let alone putting on a ship and risking jumping in the turret in an atlas during a battle. The way it's stats are now, you are better off with the regular repping weapons or a second ship in the battle if you had someone to man the turret.
Apr 20, 2015 Savet link
Does anything stop an atlas x from zipping around and missilating the turrets to death from the turret?
Apr 20, 2015 abortretryfail link
Yes, a greyhound up its ass with rockets and megaposis.
Apr 20, 2015 Savet link
While said atlas drops mines behind it?
Apr 21, 2015 Roda Slane link
How is the turret any worse than a non turret repair module?
Apr 21, 2015 greenwall link
Turret weapons don't take any energy off your battery to fire and they have unlimited ammo (for all intents and purposes).
Apr 23, 2015 CrazySpence link
leave the current rep turret as is and make one as suggested here that uses super trident grid powers

Then you don't have the rep atlas problem.
Apr 23, 2015 greenwall link
yeah that's a better idea... and it would make for some very interesting Deneb battles too... if people decided to bring their tridents (i.e. repairing capships).
Apr 23, 2015 biretak link
@CrazySpence But, battles could be more interesting if a player maned rep turret could actually be effective.

A rep atlas isn't a problem because you cannot fly an atlas from the turret, fyi. The atlas is stationary easy target ~200m from the turret (or other rep target) with the pilot in the turret. The pilot has to leave the turret to dodge attacks. I built turrets for the atlas and as far as I know I'm the only one who ever tried it. The turret is to slow to rep to make it worth it. You're significantly much better off with the sm port and large port rep guns.

That said, I'd like to see the turret improved without increasing the grid power since it's useless as is. If it overpowers the stationary heavy atlas, then we can increase the grid power later (i feel the turret when I fly with it especially since I also had other weapons attached).
Apr 23, 2015 Death Fluffy link
I think I agree with biretak on this one. Give it a try and see. The pilot is in a death trap if they are also manning the turret. If there is a gunner, then actually being able to land multiple shots on a target are going to be difficult while the ship is dodging enemy fire.

The current stats might need a bit of a nerf somewhere so that it does not out perform the standard repair guns. I'm not sure off hand how the existing vs the proposed compare in repair per second as I don't believe the VO Wiki's implication that it takes 40 seconds to fully charge each volley- 3400 max - 400 start = 3000 more potentially through charging at 75 per second. What I do know is that it takes several seconds to fully charge a volley to do 3400 repair and this would almost do that in a single second of continuous fire.
Apr 23, 2015 biretak link
plus, we need to avoid the build a trident to win campaign
Apr 23, 2015 Kierky link
kbireta, please take your pants off your head.