Pilot Archive
Thread: Multiple turrets on ships Good or bad
Darth-InsneJkr wrote:
I think that having a weapon on a ship that not able to be fired by the guy flying it is pointless i have tried with others in the top rear and bottom rear guns on missions with many fast fighters coming to blow my rear to bits and its rubbish a waste of CAp energy and mass its near impossible for them too hit people.
The only thing that can hit dead on is a NPC controlled fighter such as the dreaded aggresor
now a droid capable of firing the other weapons would be handy maybe the better the droid the more chance of hitting
a target im sick of being shot to bits by Gunships as i try to find the sweet spot on them and mange to hit it without flying through it a gunner shooting upwards does help but finding one to help is bloody annoying
unless its dancing, gunboats should not be difficult. fly in from directly below them, the blindspot is larger than you'd think.
The problem is you can't think of turreted ships like normal fighters. They have different roles - although they're severely limited in JTL. Search for Psikobunny's guide to the ARC, that should give you a few ideas.
They're also just fun when you want to fly with a friend.
dont take this the wrong way but 9 times out of 10 if the gunner cant hit anything its the pilot's fault. a good mp ship pilot can track a target so that the gunner gets on target and then just sits still and holds the button down.
i do think it should be 2 guns per turret though.
In the RL army, as far as I know, the guy who drives it isn't the one shooting the turret. And the point was made if the gunners are missing, it's usually not their lack of skill.
The Krayt is a different sort of beast. My gunner usually just fires at what I fire at. On my YT however, I need to attack at half speed max and fly in a very straight line for my gunners to be effective.
Going to go check out that ARC guide. Never read it, sounds interesting.