sintri wrote: ↑Sun, 10. Feb 19, 13:10
sh1pman wrote: ↑Sat, 9. Feb 19, 21:44
Do you mean that all turrets are still heavily underwhelming, or just Xenon ones on ships other than K? Is their accuracy or damage lacking? How about station turrets?
Gorgon Vanguard (4 m beam turrets) will hit for the most part (dunno about pulses since I've swapped most ships over to beam due to not hitting before), fighting a khaak queens guard you do about 10% hull every 30 secs or so with a ttk of least 5 minutes without shields. Unless the encyclopedia's wrong hard mounted weapons still outdamage turrets by a couple times, the ai refused to shoot at the queen's guard for whatever reason
Medium beam turrets are still awful. They received a roughly 34% buff (78 damage per beam up from 58 damage per beam). Meanwhile, medium pulses received a 140% buff (24 damage per bullet, up from 10), medium bolts received a 100% damage buff (16 damage per bullet, up from 8 ), and plasma received a 202%(!!!) damage buff (248 damage per bullet, up from 82).
Keep in mind, a hidden factor is that most turrets (except for beams and maybe shards) actually do double "bullet" damage, since their xml files have a "barrelamount" parameter of 2, meaning they shoot two bullets. So that 78 damage per beam is all you get for medium beam turrets, while medium pulses actually shoot
two, three-round salvos of 24-damage bullets, every half second. In other words, for medium turrets, don't bother with beams, they're still terrible. Pulses, meanwhile, received a pretty hefty buff, making them the best anti-fighter turret.
On the other hand, large beams received a massive
1013% buff, going from 112 to 1247 damage per damage per beam. Their range is still short, at 3709 meters, but man, they utterly melt anything medium size and below. They're also super handy at killing turrets on enemy capital ships, since their damage is front-loaded (ie, the beam does 3741 damage over 3 seconds, before "reloading", meaning two of them on a destroyer can pop most turrets in a single burst).
For the other large turrets, pulses received a 400% damage buff (going from 17 to 85 damage per bullet) and, once again, plasma received a fat 443% buff, going from 164 damage per bullet to 892. This makes plasma absolutely fearsome at killing stationary targets, although they still have a hard time hitting ships, even if they are just turning (seriously, a wiggling Xenon I, the biggest ship in the game, can dodge large plasma fire).
All-in-all, I am pretty pleased with the turret change, from a damage standpoint. Pulses are good for point defense, plasma for killing hardened targets, large beams for reliability, and bolts . . . well bolts are still underperforming compared to pulses, for some reason. However, from a hardpoint survivability perspective, work still needs to be done. Every Xenon K I see, for example, is just a flying brick, since their turrets get killed within seconds, leaving a useless hull. This means that, even though their turrets hit like a truck while they are functioning (doing an eye-watering 3920 DPS per turret), since they are so fragile, they are usually destroyed before they can actually do any meaningful damage. Fragile turrets were ok in Rebirth, since ships had dozens of them, so losing a turret was not as big a problem. In this game, however, there are much fewer turrets per ship, so turret HP needs a massive buff.