Lt. Commander
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Posts: 120
# 1 Turrets - Still Don't Get It
03-31-2010, 01:55 PM
What is so special about Turrets? Their damage is roughly half what a Phaser / Disruptor can do, and it seems the only thing they have going for them is the 360 degree arc of fire.

I have found them pretty much useless. All they have done for me is to plink away at shields that regenerate as fast or faster than the damage inflicted.

What am I missing? Is there a way top increase their firepower that I don't know about? I'll never use them unless there is. I will always use a Disruptor / Phaser array over a turret.
Lt. Commander
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# 2
03-31-2010, 02:19 PM
Turrets with cannon: rapid fire do pretty good damage. For escorts, who always try to point straight at their target, no other rear mounted weapon will do any damage most of the time. Considering that an escort will likely be using rapid fire anyway, it's a pretty good fit.
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# 3
03-31-2010, 02:45 PM
Turrets are an absolute necessity on an Escort. if you have a nice Tetryon 10% -80 shields turret, all the better.
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# 4
03-31-2010, 02:59 PM
Quote:
Originally Posted by MikeyLikesIt
Turrets are an absolute necessity on an Escort. if you have a nice Tetryon 10% -80 shields turret, all the better.
no they're not. the extra dps helps, but its not a dealbreaker.

turrets are good in two situations:

a. you want to increase your frontal arc dps.
b. you cannot dictate where the fight takes place.
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# 5
03-31-2010, 03:08 PM
Quote:
Originally Posted by BenderTheRobot
Turrets with cannon: rapid fire do pretty good damage. For escorts, who always try to point straight at their target, no other rear mounted weapon will do any damage most of the time. Considering that an escort will likely be using rapid fire anyway, it's a pretty good fit.
Have to agree with Bender.

As the OP mentioned, they do less damage than any other weapon type in the rear slots. Their advantage is the 360 degree arc. Like every other weapon in the game, the wider the arc, the weaker the weapon in terms of pure DPS.

The advantage with turrets comes from being able to have EVERY weapon slot firing in your forward arc, which is great for initial alpha damage on an escort. Factor in that turrets benefit from Cannon Rapid Fire, and you can do some heavy damage on the way in.

On one of my escorts, I have 3 tetryon turrets in the back, and 3 disruptor DHC in front with a quantum torpedo launcher. The turrets are constantly spamming fire at the target, even when it attempts to get out of my forward arc, and continuously eats away at the shields.

The combination of the 10% disruptor damage debuff, and the tetryon shield damage debuff is fairly decent, especially if you don't have the points to throw into the AP/Polaron weapons, or simply don't want to use those damage types.

In addition, if you ARE mixing damage types, you can put +cannon consoles on the ship instead of +damage consoles, and your turrets and cannons (assuming you aren't running beams in front) will benefit from them.
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# 6
04-01-2010, 07:05 AM
I used tetyron turrets on my T4 escort. I did find they increased my overall dammage when doing my straight-in run to attack, but since I veer off with EM to bring my escort back inline for a attack run I do find that they don't help during this time. I switched back to rear beam and a torp launcher.
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# 7
04-01-2010, 07:47 AM
Also, if you use turrets, you can skill up in cannons and ignore beams entirely...
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# 8
04-01-2010, 02:28 PM
Quote:
Originally Posted by Roach View Post
I used tetyron turrets on my T4 escort. I did find they increased my overall dammage when doing my straight-in run to attack, but since I veer off with EM to bring my escort back inline for a attack run I do find that they don't help during this time. I switched back to rear beam and a torp launcher.
As a Klingon BoP and Federation Escort, I have noticed exactly the same thing. The problem is the way the fight develops. Nose on turns into a turning fight where neither can get a weapons lock. The turret plinks away but essentially does nothing.

I have been thinking about experimenting with a different weapons layout to provide a more balanced all around offensive capability.

Front:

MK IV Disruptor / Phaser / Plasma
MK IV Dual Heavy Cannons
MK IV Photon / Quantum Torpedos

or

MK IV Disruptor / Phaser / Plasma
x2 MK IV Dual Heavy Cannons

Rear

MK IV Disruptor / Phaser / Plasma

Though a reduced 1st strike, when I turn this way and that, my Disruptors / Phasers / Plasma stay on target, doing damage while I maneuver to bring the cannons and torpedoes on target. If it evolves into a turn and burn, My opponent will be in for a nasty surprise...a cruiser style broadside at point blank range. Dual beams will chew up shields, especially at point blank range.

I am a little confused about Plasma beams and how they compare to the above, but I can get those as well.
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# 9
04-01-2010, 11:05 PM
Quote:
Originally Posted by rpadgett371 View Post
What is so special about Turrets? Their damage is roughly half what a Phaser / Disruptor can do, and it seems the only thing they have going for them is the 360 degree arc of fire.
The damage of a turret is exactly 75% of an equivalent beam, all else being equal. Turrets (and cannon in general) have a bigger damage dropoff as range increases, and that can certainly make turrets seem worse in practice than they are on paper -- but in principle, turret damage isn't quite as bad as it's sometimes made out to be.

Their 360 degree weapon arc makes them at the very least competitive with just about every other weapon type in the game. Ship type, build, and play style may make them more or less useful to you, but they're not by any means useless.

In your case, I'd venture to guess that you probably equipped turrets for which you didn't have as many relevant skill bonuses as you do for beams. Beams are modified by Starship Energy Weapons (tier 1), Starship Beam Weapons (tier 2), and a specific damage type skill (tiers 3-5). Turrets use Starship Energy Weapons (tier 1), Starship Cannon Weapons (tier 2), and the same damage type skills.

You also might not have had turret-relevant consoles equipped, though if you're using +beam consoles in your tactical slots, you really probably should switch to +damage-type consoles. They have higher bonuses.

Quote:
What am I missing? Is there a way top increase their firepower that I don't know about? I'll never use them unless there is. I will always use a Disruptor / Phaser array over a turret.
Rapid Fire. It was recently nerfed, but it's still a better DPS boost than any singular ability available to beams. (Keeping in mind that Beam Overload is not a DPS booster, but a burst-damage booster).
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# 10
04-02-2010, 09:47 AM
Obitus speaks the words and they are true!
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