I agree with your assessment of the M turrets, I would only suggest that when not testing, the practical use set up would be Flak with beam sprinkled in. Beam can "hold" or slow targets from boosting away and allow for the Flak to shine even brighter. Unfortunately there are few ships that would allow the set up of mixed turrets. On a Behemoth for example, I think it would be foolish to mix turrets.
Yeah, Beams have definitely more utility. I would also say that it helps to reset recharge timers on S shields. The problem with playing around with mixed turrets is that there are to many combinations. When i have to much time, i will work on this :D
Indeed! I usually end up puting beams along the middle on my raptors and line with flak, seems to work well together as the beam "grabs" anything that gets too close and the flak just erase them when they do.
The obvious choice is Flak, but I still rather use ARG pulse for my fleets. When OOS everything is great with Flak, but I like to join during battles and flak's splash damage not only melts enemies, also wrecks your own fighters. Argon Pulse has better range, so my destroyers can catch enemies in crossed fire, while I can assist with my fighter easily avoiding friendly fire.
I always wondered if adding projectile speed mods would help on turret effectiveness but then I realized in vanilla a purple mod can only boost up to 15% which seems negligible compared to something like slasher where reload speed can go up to 100%
I also played a bit with the M turrets, I am playing right now a mercenary group helping against the xenons, I have a bunch of Peregrine gunboats (7 at the moment). Flak is indeed the most impressive by far, particularly because it melts M class just as well as S class ships, where laser turrets are useless against M class ships. However, I am using full laser on my Peregrines, 2 mk2 beams in front, and 4 argon laser turrets. First, because I simply like them like that, I find them cool lasering right and left :p And also because of accuracy. With the flak I tend to have a lot of friendly fire, particularly as my ships are bunched up (I have them all as wingmen with the order to attack my target). Now of course if I have to fight a Xenon K I have to replace my lasers by plasma, otherwise I will not dent the thing.
I somewhat wonder how much the results here are biased by the fact that you are the only friendly ship around and are therefore the center of attention, the ai tends to make attack runs flying directly at you if you are the only ship around making projectile velocity less important as the enemy ship's velocity is added to it while in a mutual support situation you are often making shots against targets that are moving radially to you or even away making higher range and velocity important. Additionally friendly fire exists in sector and lower velocity/higher damage options like flak and plasma tend to to a lot more friendly fire while beams are almost completely immune to it.
I don't like the usage of the Raptor in this tests. It has so many turrets that damage output is going to be negligable purely because you have so many turrets. It is not very representative of ships with fewer turrets.
I would like to get the number of hits per shot. One would think the faster the projectile the better, but since pulse and beam totally lack dmg these are unsatisfying. Just because the speed is higher doesnt mean it should be balanced with the lowest dmg; at least the pulse could be buffed a bit to catch up. And on the other end we have the Boron turrets .. hard hitting but lowest speeds; equally useless Flak seems to have the sweet spot of speed, rof and damage which makes it a very one sided go to weapon for every case.
Hi, yeah i can do that in the future, but im currently I'm sitting on Large Mining Ships and how many Cargo each M size trader can haul each hour in average. Because they are the backbone for each economy.
There are two things you didn't account for with your testing method. 1. Your raptor was only fighting Xenon S and M ships, how do each of these turrets fare against XL ships? A raptor with full plasma can easily take down a xenon K from what I have seen. 2. Since kingdom end, the game has a different way it handles out of sector combat - It puts higher attention on things you are watching on the map even if you aren't there. You can see this by the movement of the ships - they are jerky in low attention, but smooth if you focus on them on the map or are nearby. These different attention modes affect the way combat works as well. The only way I can think of to test the low attention mode would be to send L miners into the xenon sector similarly, time how long they survive with each type of turret, and count the dead when they do die, assuming it is shorter than it takes for wreckage to despawn. Love the videos, keep up the good work :)
1. I even ripped of L size weapons. I only wanted to see how they deal with S/M size enemies. I should make it clear in the titel. Ty for the advice. 2. From what I know, high attention mode counts when the player is around a certain radius, and from my understanding, this already counts when I'm on any ship, but I don't have to fly on my own. So, from my experience, it matters from where I watch a certain part of the map, not if I watch. For example, the Pulse showed such a drastic difference in both scenarios that it had to do something about how things got calculated. I mean, the raptor has a lot of turrets and a lot of shots flying. This is already a statistical simulation in terms of turret accuracy, and I'm confident enough to say that both should be around their average outcome.
Hello There. Nice to see someone else do some tests as well. But your test setup sadly is not quite as reliable as it needs to be and has a few too many variables. You need a more controlled environment. How did you even measure how effective a turret is? You are also missing a number of stats, most notably the accuracy. Each turret has wildly different accuracy values. ARG Flak for example has a bullet spread of only 0.09° and is very accurate. SPL Flak on the other hand has a spread of 0.61° and will outright miss most of its shots, even against a stationary S sized target. It actually performs much worse against small targets due to the lack of accuracy. The slower bullet isn't helping either. Same story with Pulse and Bolt. Pulse, while having less damage, has a spread of 0.32° Bolt has a spread of 0.54° and will also just miss most of its shots against even stationary fighters. In the end it performs much worse than the Pulse because of that and the horribly slow projectile speed. Shard turret has a dispersion of 1.25° and simply never hits and is essentially useless. Here are my results (currently high attention only) from my much more controlled tests. docs.google.com/spreadsheets/d/1U-9WJapDSt50WlMrkqEO-zD0tgGwa27XpuzhLFINUU4/edit?usp=sharing
First of all, thanks for your findings. 2nd, different test scenario so differences are expectable, even mine wasn't that controlled. Therefore I would see our conclusions as complementary for now. I had 93 turrets, you had 8. I had around 52 enemies, you had 10. (Yes, through the non-protected test environment, fluctuations occurred but as least I jumped also in the same enemy stack) But from where is the spread information, and if there is no source, how did you estimate the spread? Yes, the accuracy could have been improved, but I didn’t know better at this time. It was more important for me to get started. In the future, I will work with the cheat console, or do you have another way to create test environments? The conclusions on Pulse, Bolt and Shard are the same. (made no sense with my avaiable time to test them 200 times if they are clearly worse than others) Flak, slightly different. Hard to say if it is through statistics or the ratio between enemies and used turrets. Or even the area over which the turrets are spread out? I’m completely fine with your findings. Since I mentioned that I didn’t go for statistics, and with that, I have acknowledged possible inaccuracies. Beam, completely different results. How large was your standard deviation? Or could it come down to the ratio between enemies and used turrets, since the damage output is low?
I agree with your assessment of the M turrets, I would only suggest that when not testing, the practical use set up would be Flak with beam sprinkled in. Beam can "hold" or slow targets from boosting away and allow for the Flak to shine even brighter. Unfortunately there are few ships that would allow the set up of mixed turrets. On a Behemoth for example, I think it would be foolish to mix turrets.
Yeah, Beams have definitely more utility. I would also say that it helps to reset recharge timers on S shields.
The problem with playing around with mixed turrets is that there are to many combinations.
When i have to much time, i will work on this :D
Indeed!
I usually end up puting beams along the middle on my raptors and line with flak, seems to work well together as the beam "grabs" anything that gets too close and the flak just erase them when they do.
The obvious choice is Flak, but I still rather use ARG pulse for my fleets. When OOS everything is great with Flak, but I like to join during battles and flak's splash damage not only melts enemies, also wrecks your own fighters. Argon Pulse has better range, so my destroyers can catch enemies in crossed fire, while I can assist with my fighter easily avoiding friendly fire.
I've watched all your videos and they're great, keep going!
Thank you for your feedback =)
Currently, I'm planning at least one in seven days.
Thank you for taking the time for testing, information is power!
Thanks for tests!
Thank you, this helps a lot.
Thanks for video...
Yes, the disco ball is still good!
I always wondered if adding projectile speed mods would help on turret effectiveness but then I realized in vanilla a purple mod can only boost up to 15% which seems negligible compared to something like slasher where reload speed can go up to 100%
I also played a bit with the M turrets, I am playing right now a mercenary group helping against the xenons, I have a bunch of Peregrine gunboats (7 at the moment).
Flak is indeed the most impressive by far, particularly because it melts M class just as well as S class ships, where laser turrets are useless against M class ships.
However, I am using full laser on my Peregrines, 2 mk2 beams in front, and 4 argon laser turrets.
First, because I simply like them like that, I find them cool lasering right and left :p
And also because of accuracy. With the flak I tend to have a lot of friendly fire, particularly as my ships are bunched up (I have them all as wingmen with the order to attack my target).
Now of course if I have to fight a Xenon K I have to replace my lasers by plasma, otherwise I will not dent the thing.
I somewhat wonder how much the results here are biased by the fact that you are the only friendly ship around and are therefore the center of attention, the ai tends to make attack runs flying directly at you if you are the only ship around making projectile velocity less important as the enemy ship's velocity is added to it while in a mutual support situation you are often making shots against targets that are moving radially to you or even away making higher range and velocity important. Additionally friendly fire exists in sector and lower velocity/higher damage options like flak and plasma tend to to a lot more friendly fire while beams are almost completely immune to it.
I wonder if you would have better results with flaks mixed with beams to stop shield regen. if so, what ratio should they be?
This is helpful, but I found Boron Ion turrets work the best...sadly can´t be equipped on any non-boron vessel
I don't like the usage of the Raptor in this tests.
It has so many turrets that damage output is going to be negligable purely because you have so many turrets. It is not very representative of ships with fewer turrets.
Once you go flak, you never go back.
Flak is the best, only chose Flak, FLAK FLAK FLAK FLAK
I would like to get the number of hits per shot.
One would think the faster the projectile the better, but since pulse and beam totally lack dmg these are unsatisfying.
Just because the speed is higher doesnt mean it should be balanced with the lowest dmg; at least the pulse could be buffed a bit to catch up.
And on the other end we have the Boron turrets .. hard hitting but lowest speeds; equally useless
Flak seems to have the sweet spot of speed, rof and damage which makes it a very one sided go to weapon for every case.
Are you going to make a L turret video? Or a shield video?
Hi, yeah i can do that in the future, but im currently I'm sitting on Large Mining Ships and how many Cargo each M size trader can haul each hour in average. Because they are the backbone for each economy.
There are two things you didn't account for with your testing method.
1. Your raptor was only fighting Xenon S and M ships, how do each of these turrets fare against XL ships? A raptor with full plasma can easily take down a xenon K from what I have seen.
2. Since kingdom end, the game has a different way it handles out of sector combat - It puts higher attention on things you are watching on the map even if you aren't there. You can see this by the movement of the ships - they are jerky in low attention, but smooth if you focus on them on the map or are nearby. These different attention modes affect the way combat works as well. The only way I can think of to test the low attention mode would be to send L miners into the xenon sector similarly, time how long they survive with each type of turret, and count the dead when they do die, assuming it is shorter than it takes for wreckage to despawn.
Love the videos, keep up the good work :)
1. I even ripped of L size weapons. I only wanted to see how they deal with S/M size enemies.
I should make it clear in the titel. Ty for the advice.
2.
From what I know, high attention mode counts when the player is around a certain radius, and from my understanding, this already counts when I'm on any ship, but I don't have to fly on my own. So, from my experience, it matters from where I watch a certain part of the map, not if I watch.
For example, the Pulse showed such a drastic difference in both scenarios that it had to do something about how things got calculated.
I mean, the raptor has a lot of turrets and a lot of shots flying. This is already a statistical simulation in terms of turret accuracy, and I'm confident enough to say that both should be around their average outcome.
Hello There.
Nice to see someone else do some tests as well.
But your test setup sadly is not quite as reliable as it needs to be and has a few too many variables.
You need a more controlled environment.
How did you even measure how effective a turret is?
You are also missing a number of stats, most notably the accuracy. Each turret has wildly different accuracy values.
ARG Flak for example has a bullet spread of only 0.09° and is very accurate.
SPL Flak on the other hand has a spread of 0.61° and will outright miss most of its shots, even against a stationary S sized target. It actually performs much worse against small targets due to the lack of accuracy. The slower bullet isn't helping either.
Same story with Pulse and Bolt.
Pulse, while having less damage, has a spread of 0.32°
Bolt has a spread of 0.54° and will also just miss most of its shots against even stationary fighters. In the end it performs much worse than the Pulse because of that and the horribly slow projectile speed.
Shard turret has a dispersion of 1.25° and simply never hits and is essentially useless.
Here are my results (currently high attention only) from my much more controlled tests.
docs.google.com/spreadsheets/d/1U-9WJapDSt50WlMrkqEO-zD0tgGwa27XpuzhLFINUU4/edit?usp=sharing
First of all, thanks for your findings.
2nd, different test scenario so differences are expectable, even mine wasn't that controlled. Therefore I would see our conclusions as complementary for now. I had 93 turrets, you had 8. I had around 52 enemies, you had 10. (Yes, through the non-protected test environment, fluctuations occurred but as least I jumped also in the same enemy stack)
But from where is the spread information, and if there is no source, how did you estimate the spread?
Yes, the accuracy could have been improved, but I didn’t know better at this time. It was more important for me to get started. In the future, I will work with the cheat console, or do you have another way to create test environments?
The conclusions on Pulse, Bolt and Shard are the same. (made no sense with my avaiable time to test them 200 times if they are clearly worse than others)
Flak, slightly different. Hard to say if it is through statistics or the ratio between enemies and used turrets. Or even the area over which the turrets are spread out? I’m completely fine with your findings. Since I mentioned that I didn’t go for statistics, and with that, I have acknowledged possible inaccuracies.
Beam, completely different results. How large was your standard deviation? Or could it come down to the ratio between enemies and used turrets, since the damage output is low?
Tnx, ur greate