Tactical Turrets Worth It?

Well, I've played many games, but in none of them have these platforms (unless playing as vasari) do anything.  The Beam and Gauss turrets just don't seem to make that much of an affect.  The things are weak as they don't have shields or mitigation, but also they don't do the damage needed.  Am I the only one that feels this way or no?

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Reply #1 Top

vs the large, uasually overwelming battle fleets that go after planets... no they dont do much... expecially if your enemy is using lmfs... but if you have teched out your defence tree, a fully upgraded starbase+a pji in the back+ few repair bays+ a few hanger bays to provide flack and fighters... a few gauss cannons in front of the starbase just might force those anti-structure ships to either take out the gauss first, or take their fire if they go straight for the starbase/repair.

the best thing about point-defence turrets... is that they are usaually very low on a players to-kill list, and so if they are in the right spots, they can attack for a nice little while before they get taken out... And nothing sucks more than a meson hit on a capital ship the second your carriers warp in with 50 bombers.

 

I almost lost a capital ship to the pirate turrets when i was cleaning them out and not paying attention... so they can do some damage.

Reply #2 Top

I don't know... It just seems that it doesn't have much of a punch... The Vasari one however is good, it managed to take out a scout as it was passing through and at full speed.  But I guess I don't see the beam and gauss doing all that much.  Sure, they may be low on you "kill list" but shouldn't they be at the top?  In every other game, stationary turrets can smash you if you aren't careful, so why are they not here?  If they got a damage boost or some upgrade that increased DPS, I'd be okay, but as is, they seem to do nothing worth while...

Reply #3 Top

The devs gave the turrets some decent abilities in entrenchment. The vasari turret stops passive hull reintegration. The TEC cannon gets missiles at tier 4, and it's actually a nasty ability if in numbers of 10+. The advent get the most unique one. If you cluster turrets together, they do more damage based on how clustered and close to others they are.

Except for starbases, it's hard for me to argue that defenses can stand alone. There are upgrades for the defenses now, so these can stand on their own feet for some time, but fleets get so large that by later stages of the game, standard defenses don't cut it on their own. They WILL, however, serve as great and LETHAL support for a very upped starbase with a few repair bays near it. That much I will say, does work.

Reply #4 Top

Hmm... I suppose the abilities would be nice...  Starbases are pretty close to being a fleet themselves, so that would make sense.

 

Now, what exactly do you mean by "stops passive reintegration?"  Do you mean the thing skirmishers and eforcers have?  That seems a little too specific...

Reply #5 Top

If a vasari turret has the said ability and shoots an enemy ship, that ship won't regenerate health on its own for a looooong time. Ships naturally regenerate health/shields slowly, like 1 hps and 1 sps. This ability takes that away. The ship will have to be sent to a repair bay if it's to be healed anytime soon.

Reply #6 Top

 

Quoting Raging, reply 5
If a vasari turret has the said ability and shoots an enemy ship, that ship won't regenerate health on its own for a looooong time. Ships naturally regenerate health/shields slowly, like 1 hps and 1 sps. This ability takes that away. The ship will have to be sent to a repair bay if it's to be healed anytime soon.

How long does that effect last?  I've known about it and upgraded that before, but I didn't know it lasted very long.

Reply #7 Top

the vasari turret also stops antimatter regeneration making it the most annoying turret in the game. the effect last for quite a long time.

Reply #8 Top

Acutally my turrets get used alot since I have all of my ships goes use fighter style so they are forced to keep moving allowing my turrets to work, it also depends where you place them.

Since I always have trade ports on all of my planet, I placed them near it so when the pirates go for my trade ships, the guns fire...

Reply #9 Top

In my defenses, strikecraft do most of the work (if a starbase is not present), turrets are there to protect the hangars, repair bays and tradeports. All my structures are built close to each other, so taking out the hangars requires the enemy to get in range of my turrets, and before they get anything done, my fighters have destroyed the enemy lrf's. Works pretty well against minor AI attacks and pirates, large attacks it slows down enough for my defense fleet to arrive.

 

I've no doubt that a human player would crack that defense with hardly trying ;)