Forums » Suggestions

Cap ship weapons

Dec 29, 2011 Akuthia link
Need to be improved some how. I was a gunner in the swim up bar of Latos with CD yesterday, and you can't hit anything til they're within normal firing range, which is BOUT 4-500 meters, or so, reliably. If they are within that range, then you can hit them, as long as they're within the very narrow firing arc of the turret. so either the range needs to be improved, or the arc of the turret needs to be widened.
Dec 29, 2011 draugath link
Incarnate said:
I also intend to drop some more Trident weaponry before long. Maybe next week, if possible.
Dec 29, 2011 Pizzasgood link
What narrow arc? Unless the Type M has different turret ports from the NPC Tridents, it has a good ~180 degree field of fire. You do realize you can *aim* the turret, right? That's kind of the whole point of a turret - the ability to aim independently of the ship orientation.

If you're using a mouse, you do need to turn on mouse look before turrets work properly. Or just, you know, get a joystick. ;)
Dec 30, 2011 draugath link
Pizzasgood, I've never been able to aim a turret using the joystick. I've always had to switch over to mouse for that. I wonder what could be different if you are able to aim with a joystick.
Dec 30, 2011 Pizzasgood link
Memory could be playing tricks on me, but I'm fairly sure I can aim the turret with my joystick. According to my memory, using a mouse felt a lot more natural when it came to turret aiming, but the stick worked.

I will go test this right now.

EDIT: Yep, works fine. Of course, to aim it with a joystick, mouselook needs to be turned off.

I'm using Linux, if it's relevant.

I haven't measured it properly but I think the field of motion is about 160 or 170 degrees, not quite 180.
Dec 30, 2011 Alloh link
All we need is decent capital turrets for user's capital ships...

One thing that could improve a lot turrets usage is making is STABILIZED, i.e., no matter how ship moves, turrets still face same spot, within its reach.
Dec 30, 2011 Pizzasgood link
Yeah, I do agree with stabilization, though make it a toggle (maybe use the secondary trigger to control it, unless the devs intend to introduce multi-action turret weapons - which would be awesome).
Dec 30, 2011 Akuthia link
I'll try to get some screenies if i can get ina cap sometime soon, but basically, what i'm trying to describe is that because of the limited range of the guns, it's very easy to get "under" the arc of any given turret, so even though i can visually SEE the target, or lead you can't get to it.
Dec 30, 2011 Conflict Diamond link
what I think Akuthia is responding to is the narrow arc available as I was trying to get both turrets AND my main gun queen gat to bear on the target. there is only a 20 degree (total guestimate) overlap.
Dec 30, 2011 Pizzasgood link
In other words, the turrets are perfectly fine, just positioned poorly.

EDIT: When I say "perfectly fine" I only mean with regard to being able to be aimed.
Dec 31, 2011 Conflict Diamond link
Let me back up first: +1 to increased range, but +1,000,000 to Incarnate's tease of better weapons.

We all know the trident's turret positions leave a huge swath of no-coverage on it's flanks and aft. There is no way to cover that ship with 4 turrets without such blind spots. In a trident to trident fight as Akuthia experienced, keeping the ship on the offensive against the one target meant the turret gunners and pilot were always at the edge of their coverage. We actually did quite well at getting main gun and 2 turrets to bear for good periods of time while riding the opposing trident's coverage shadow. Unfortunately this will leave 2 turrets without a target at all.

Wading into a target rich environment will be much more fun for turret gunners than a cappie to cappie fight, but the turrets still need better range.