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Why do Side Turrets have to be the same gun?


(XBOX)Erudite Prime
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1 hour ago, (XB1)Erudite Prime said:

Considering that 360 degree view is a thing, and both guns can shoot in either direction, it'd be neat if we could make them different. It'd give our Railjacks more variety. At the very least give us an aft-turret at the back of engineering.

I'd be up for this but only if they make it so every turret we craft is actually a pair of turrets so we can add them to both sides if we want. If you keep the mechanics like they are now, having to craft more turrets would mean more insane grind, and I don't want that.

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2 hours ago, (NSW)Belaptir said:

I'd be up for this but only if they make it so every turret we craft is actually a pair of turrets so we can add them to both sides if we want. If you keep the mechanics like they are now, having to craft more turrets would mean more insane grind, and I don't want that.

No pairs, just get rid of the either/or condition. Build one gun, can put it on as many hardpoints as you like. There's no real reason to have a restriction like that.

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22 minutes ago, Ham_Grenabe said:

I'd like to know why the side turrets require two operators. Be much more efficient - given that you can shoot in any direction - for one gunner to operate both weapons. 

sadly because its designed for 4 people. 1 pilot, 2 gunners, 1 engineering. DE trying to enforce coop in a game that hasnt been coop friendly in 5 years.

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I'm not in favour of idea of using different turret on port/aft wing, but I do like idea of tailgun accessed from the forge room 🙂

 

23 minutes ago, Ham_Grenabe said:

given that you can shoot in any direction

that ability is locked behind intrinsic - a kind of must have and easy to obtain intrinsic but still - if you have a newbro with you on the deck you were showing rj to - I'd most happilly slam him into the turret - but your idea could hamper the overal ship efficiency.... of course unless you suggest to make it function like this permanently and change intrinsic into something else.

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I didn't intend to go through all the required changes, but I definitely think the 360-degree Phantom Eye perk should be automatic, rather than an intrinsic thing. There are several things that should be available from the get go: Phantom Eye, boosting / evasion, access to the Main Gun, etc. 

I figure if you reduced the wing turrets to a single operator, you could expand the role of the main gun -- have a person there that can, for instance, cycle between main-gun options (the heavy laser like we have; a shipkiller torpedo; a healing bubble gun; a bombardier sight for making bombing runs against enemy capital ships, etc.). A tailgunner or belly gunner would be cool. I mean, let's go all in on the B-17 angle here -- a big heavy ship with big firepower, with Archwings as escort fighters. 

Edited by Ham_Grenabe
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1 hour ago, Ham_Grenabe said:

I'd like to know why the side turrets require two operators. Be much more efficient - given that you can shoot in any direction - for one gunner to operate both weapons. 

The problem there is that you're no longer able to target and shoot 3 separate things at once. L3 guns and maxed out hyperstrike mean that enemy fighters die in a fairly short period of time once you're in range. The tiny little bonus to kill speed you'd get by training all 4 guns on 1 target is going to be outweighed by the time taken for you to re-acquire a new target and then start shooting at that.

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56 minutes ago, DoomFruit said:

The problem there is that you're no longer able to target and shoot 3 separate things at once. L3 guns and maxed out hyperstrike mean that enemy fighters die in a fairly short period of time once you're in range. The tiny little bonus to kill speed you'd get by training all 4 guns on 1 target is going to be outweighed by the time taken for you to re-acquire a new target and then start shooting at that.

That is a very fair point, but I think it's offset by the fact that - at least in my experience - both side turrets are rarely occupied at any given time. Usually, I notice that only one turret is ever in use at a time, so there's a chunk of firepower going unused (typically the other person is off doing boarding, or engineering stuff, etc).

Maybe as a middle ground, they could slave empty turrets to the current gunner while they're unoccupied, and if someone hops in, they take over.

Edited by Ham_Grenabe
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3 minutes ago, Ham_Grenabe said:

Maybe as a middle ground, they could slave empty turrets to the current gunner while they're unoccupied, and if someone hops in, they take over.

That would work pretty well. Sadly, I don't expect DE to introduce such a sensible, player-friendly option at any point, ever.

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11 hours ago, (XB1)Erudite Prime said:

Considering that 360 degree view is a thing, and both guns can shoot in either direction, it'd be neat if we could make them different. It'd give our Railjacks more variety. At the very least give us an aft-turret at the back of engineering.

Honestly I wondered about both of those things. 

The port and starboard turrets, I figured was so people could swap sides without having to adjust to the weapon loadouts. 

The tailgun, well let me put it this way... Some pilots seem to be having a hard enough time grabbing drops that fall in front of the ship they're actively driving through space in the same general direction as the drops, do you really think that they're going to be likely to be able to pick up the rare drops that fall somewhere behind them? 

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2 hours ago, DoomFruit said:

That would work pretty well. Sadly, I don't expect DE to introduce such a sensible, player-friendly option at any point, ever.

Then both side turrets manage to be stuck in a cooldown cycle, because hotshot couldn't hit the barn door, from inside the barn?

Better to have the two separate. 

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12 hours ago, (PS4)guzmantt1977 said:

Then both side turrets manage to be stuck in a cooldown cycle, because hotshot couldn't hit the barn door, from inside the barn?

Better to have the two separate. 

If there's only one gunner, the current system would have the other turret doing absolutely nothing. Overheating it while firing loses exactly the same nothing in that situation.

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On 2020-01-17 at 1:36 AM, Orakan said:

I don't wanna craft more turrets because of your meaningless punishing idea. So please stop giving baseless ideas and thing that is a good feedback cause it is not

Oh no, you'd have to craft one whole more item!!! Calling this idea "baseless" and "meaningless[ly?] punishing" is downright disrespectful. How about this: If you want both side turrets to be the same, you don't have to craft an extra one; meaning you only need to build a third turret if you want different side turrets. Aren't things nicer when you think about them instead of jumping to aggression? (PS: I just scrolled back up after typing this reply and saw that the next two posts under yours had the exact same idea, isn't that wild?)

 

14 hours ago, (PS4)guzmantt1977 said:

do you really think that they're going to be likely to be able to pick up the rare drops that fall somewhere behind them? 

Not sure what you're getting at here. Since gunners can already shoot in all directions, there's already plenty of loot dropping behind the railjack anyway. Also, loot is automatically marked like Ayatan Stars or Sentient Cores. 

Edited by (XB1)Erudite Prime
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