Which turrets are your go-to-weapons? And if you want to see more quick and easy guides, that's your playlist: bit.ly/x4guides Btw, check out some merch: bit.ly/CollinsMerch ;)
Please keep the mind that turrets damage and weapons damage is in a second. If you want real damage a shot need calculation. Example: Par L plasma: 1056/0,14=7 542,85 dm/ shot. 60X0.14= 8.4 shots/min Arg L Plasma: 1029/0,21=4 900 dm/shot . 60X0.21=12.6 shots/min. Pulse Laser Mk2 251/3.93=63.86 dm/shot. 60X3,93=235,8 shots/ min.
I put beam turrets on everything with turret slots and it works really well for me. I use at least a couple of beam weapons in my regular mounts as well. They don't do as much damage on immediate impact, but they're doing damage constantly as long as they can track the target.
The pulse turret has its merrits as a siege weapon Now what do i mean by that: i conduct regular boadring operations against pirate destroyers (rattlesnake, phoenix and behemoth) using my own behemoth with pulse lasers in the L turrets After you disabled all engines and turrets i position myself so that one of the pulse lasers jeeps the target under continuous fire without doing too much damage to convince the enemy crew to leave their ship, also its good against repaired engines or turrets That way i can take over a rattlesnake with just 25 marines
Shard Turrets: Your basically correct they are shotguns devastating in very close, useless at a distance. Ninja did a nice video that points this out, anyhow your not missing much they are a wasted hardpoint. Still I did learn a few things that will help a lot going forward. TY.
I use Shard weapons and turrets almost exclusively on 5.0 (for small targets). The projectile speed is quite fast, and they do high damage per hit. Their accuracy isn't bad at all due to high projectile speed. The only drawback is they overheat quickly and they have a medium range (surprisingly not short, but they tend to get more inaccurate over half maximum range).
Personally, I went with PAR Plasma for my main artillery on my Raptor and Destroyers along with Argon M turrets and TEL shields for the higher shield capacity.
I'm surprised you do not advice for pulse turrets against fighters. i found them much more efficient than bolt turrets which have too loo projectile speed. Despite the nice visual they do miss a lot.
Aytal you're right, with everything. Pulse turrets are better, but in OOS fighting bolt turrets do more damage. But I switched to pulse for in-sector fighting 👍
I totally agreee - I found M pulse turrets to have by far the highest "realised" damage on small and medium ships. Beam lasers dont do any damage and bolt turrets miss pretty much all shots.
@@IIAndersII TBH I've stopped giving my AI fighter craft the more expensive bolt weapons either because I noticed all the missed shots. For those fighter craft shard or pulse seems to work the best. It's pretty hard for them to miss with a shotgun.
@@CaptainCollins range doesn't matter if it can't connect, and the range difference is minimal. I've tried the new laser turrets and their cycle time between targets puts me off.
I was just thinking about that yesterday and came to this conclusion: Odysseus Sentinel (HOP) with ARG plasma turrets and TEL shields. That way you have 3 good positioned turrets. Of course, a Rattlesnake is still better, because it has 6 L turrets. But all other destroyers lack L class turrets. And for M turrets I would go with (in sector) Beam turrets 👍 OOS don't know
@@CaptainCollins okey, gonna give it a try. Kinda low on money after making a fleet of twin colossus and 8 behemoth. Don't even know if it is worth it, dang
The correct answer is: Rattlesnake with Paranid or Argon L Plasma. For shields, go Paranid on the XL shields, and Teladi or Argon on the structure shields. Get within 8km of the station and turn on SETA. Rattlesnake can fire 5-6 turrets turrets at the station at the same time. Argon or Paranid Plasma keep it well out of range of at least xenon station guns. Get the basic +2 damage mod on all the plasma turrets, roll for +DAM and +ROF.
My chat is always saying it's per shot and I trust them. So a Flak turret does 4 times the damage shown, because a Flak has got 4 barrels. I still did not check that myself. But my viewers said that a Bolt turret does the damage once and a Flak four times. If you can check that somehow, please into the stream and tell us all how it works :)
@@CaptainCollins I just asked on the Egosoft forums, a dev answered and told me the encyclopedia value is damsge per second for the turret as a whole, not per shot. So don't multiply those flak turret values by 4! Source forum.egosoft.com/viewtopic.php?f=146&t=429258
Hey capt. just getting into the game myself and recently got a M size ship with some turret's but they never seem to shoot at any enemy ships I'm near or will just start firing randomly during the middle of the fight, is there some kind of controls I need for the turrets?
Yes, there is :) open your ship information and go to the tab "Loadout". There you see the behaviour of your turrets, and they should be set at "Defend" at the moment. Change that to "Attack All Enemy Ships" and your turrets will start to shoot when in range :) just experiment a little with that settings. Good luck in space!
@@CaptainCollins Ah I'll look for that thanks! Great Video btw, I didn't even know the different faction turrets were different in stats just assumed they were simply reskin's.
@@CaptainCollins thanks, i try to balance my raptor for fighters and big ships however did notice it was not doing dps on likes of destroyers. Question is it me or is the Xenon I more powerful than the split raptor my ship took lot damage in fight and if it was not for support ships id died
Then put this and that mod for all the 'bad' weapons AND turrets in the game for them to become 'good'. Not a solution man. You have to remember that a VERY large part of players don't even consider ruining their games with any form of weapon mods or any mods that ruin the base gameplay mechanics. Quality of life mods etc is a whole other thing.
And all of this doesn't make any sense in remote sectors :D Remote sectors use simplified mechanic so there is no object collisions, all weapons never miss but they do some amount of damage that you can't see in the game, it is hidden stat of a weapon. Also if you are not looking at the map, ships and stations will not use combat drones but their damage will be added to turrets damage. I assume Teladi turrets are the best for combat in remote sectors.
I'm not talking about oos combat. So Sergey, what's the point of always talking about anything bad? And giving false advise like the station defense? Why do you keep on commenting like a restaurant critic? I don't get it :D
@@CaptainCollins because most of your ships are always in remote sectors and depending on selection of turrets your miners, traders and remote patrols would survive or not and do you need to spend money on additional escort fighters. It is really frustrating when you can attack in Incarcatura pirate Minotaur and easily kill it but the same Incarcatura in a remote sector will be destroyed and you can't say what went wrong. So there is a huge difference between player ship and the rest of your property. All X wiki have 2 sections for every ship - player ship/oos behavior because it is matters. I'm not a restaurant critic, I'm only fan of X games since X2 the Threat and sometimes make mods and scripts for them.
@@СергейЦибульченко OOS and In System do work different, thats true, this video is all about in system, so dont get over the board. OOS its all about DPS, outfitting your vessels with the most damage dealing turrets per salvo (bolts, cause barrel does count) is the best way to set up an OOS AI controlled fleet. In this video we have a explanation for in system jack-of-all-trades friggate turrets setup without fighter support and i do think @captaincollins did a great sum up
@@SuperEierkuchen And also why in X3 trilogy, I deploy only Destroyers with the best shields for sector defense. Those Xenon Qs can defeat a good chunk of Destroyers out of sector despite being of a smaller class: their overall DPS calculation can defeat their shields and chip into their hull. You won't believe that even the Terran Osaka lost to a Q while looking at my sector map. Sure my HQ can build more of them and my complexes can rearm them, but that's a lot of time and materials poofed in 30 seconds. Qs are a nightmare for end game players managing fleets. And my losses have proven as to why.
@@Aereto i cant speak for X3 (never played that game that far to own a fleet) but there are similaritiesto X4 afaik, damage calc wise. In X4 you do occasionally see an friggate only fleet get demolished by N/M type fighters (well not demolished but they take their time to proberly say "hello"), thats probably because M and L class weapons do suffer of some sort of accuracy debuff against S class ships, in sector M-turrts equiped on an L-Class ship eat M and N for breakfast if they are proberly outfited
I searched shard turrets and I got this guy again who says " bla bla bla , bubba blaaaa bla bla blaaaa bu blah. But.........blah blah blah, buh blah, blah blah blah. Oh and if anyone knows anything about shard turrets....." as my eyes roll into the back of my head wishing I got my 10 min back
Which turrets are your go-to-weapons?
And if you want to see more quick and easy guides, that's your playlist: bit.ly/x4guides
Btw, check out some merch: bit.ly/CollinsMerch ;)
Please keep the mind that turrets damage and weapons damage is in a second. If you want real damage a shot need calculation. Example:
Par L plasma: 1056/0,14=7 542,85 dm/ shot. 60X0.14= 8.4 shots/min
Arg L Plasma: 1029/0,21=4 900 dm/shot . 60X0.21=12.6 shots/min.
Pulse Laser Mk2 251/3.93=63.86 dm/shot. 60X3,93=235,8 shots/ min.
Huge thanks, man, I'm just buying my first turrets on my trading ship for protection, and your guide saved me ton of time on testing and trials😎
I put beam turrets on everything with turret slots and it works really well for me.
I use at least a couple of beam weapons in my regular mounts as well. They don't do as much damage on immediate impact, but they're doing damage constantly as long as they can track the target.
The pulse turret has its merrits as a siege weapon
Now what do i mean by that: i conduct regular boadring operations against pirate destroyers (rattlesnake, phoenix and behemoth) using my own behemoth with pulse lasers in the L turrets
After you disabled all engines and turrets i position myself so that one of the pulse lasers jeeps the target under continuous fire without doing too much damage to convince the enemy crew to leave their ship, also its good against repaired engines or turrets
That way i can take over a rattlesnake with just 25 marines
Shard Turrets: Your basically correct they are shotguns devastating in very close, useless at a distance. Ninja did a nice video that points this out, anyhow your not missing much they are a wasted hardpoint. Still I did learn a few things that will help a lot going forward. TY.
I use Shard weapons and turrets almost exclusively on 5.0 (for small targets). The projectile speed is quite fast, and they do high damage per hit. Their accuracy isn't bad at all due to high projectile speed. The only drawback is they overheat quickly and they have a medium range (surprisingly not short, but they tend to get more inaccurate over half maximum range).
It was a pleasure to watch your video, dear Sir. Accurate and only by the chosen theme. Thank you.
I try to give you condensed information 👍 glad you appreciate it 🙂
Personally, I went with PAR Plasma for my main artillery on my Raptor and Destroyers along with Argon M turrets and TEL shields for the higher shield capacity.
The Argon Pulse Turret is the perfect M turret to defend against Xenon N and M.
Hooray to standardized turret ports among the species 😄
Captain collins i just picked up a raptor carrier need advice what turrets best taking station and destroyer down quick
Thanks for the video.
I'm surprised you do not advice for pulse turrets against fighters. i found them much more efficient than bolt turrets which have too loo projectile speed. Despite the nice visual they do miss a lot.
Aytal you're right, with everything. Pulse turrets are better, but in OOS fighting bolt turrets do more damage. But I switched to pulse for in-sector fighting 👍
I totally agreee - I found M pulse turrets to have by far the highest "realised" damage on small and medium ships. Beam lasers dont do any damage and bolt turrets miss pretty much all shots.
Nowadays with the improved behaviour in 4.0 I switched to flak turrets 😅 they are working great in close quarter 👍
@@IIAndersII TBH I've stopped giving my AI fighter craft the more expensive bolt weapons either because I noticed all the missed shots. For those fighter craft shard or pulse seems to work the best. It's pretty hard for them to miss with a shotgun.
Bolt turrets are in every way inferior to flak for anti-fighter usage, and are actually effective for the entirety of their range.
True, but you have a range advantage. What about the new beams?
@@CaptainCollins range doesn't matter if it can't connect, and the range difference is minimal.
I've tried the new laser turrets and their cycle time between targets puts me off.
Capt, any tips on what ship should I mass if I wanna get rid of stations? Will behemoth suffice?
I was just thinking about that yesterday and came to this conclusion: Odysseus Sentinel (HOP) with ARG plasma turrets and TEL shields. That way you have 3 good positioned turrets. Of course, a Rattlesnake is still better, because it has 6 L turrets. But all other destroyers lack L class turrets. And for M turrets I would go with (in sector) Beam turrets 👍 OOS don't know
@@CaptainCollins okey, gonna give it a try. Kinda low on money after making a fleet of twin colossus and 8 behemoth. Don't even know if it is worth it, dang
The correct answer is: Rattlesnake with Paranid or Argon L Plasma. For shields, go Paranid on the XL shields, and Teladi or Argon on the structure shields. Get within 8km of the station and turn on SETA. Rattlesnake can fire 5-6 turrets turrets at the station at the same time. Argon or Paranid Plasma keep it well out of range of at least xenon station guns. Get the basic +2 damage mod on all the plasma turrets, roll for +DAM and +ROF.
Does rotation speed even matter OOS?
Are you absolutely sure the damage listed is damage per shot and not damage per second? I had heard the listed damage output was damage per second.
My chat is always saying it's per shot and I trust them. So a Flak turret does 4 times the damage shown, because a Flak has got 4 barrels. I still did not check that myself. But my viewers said that a Bolt turret does the damage once and a Flak four times. If you can check that somehow, please into the stream and tell us all how it works :)
@@CaptainCollins I just asked on the Egosoft forums, a dev answered and told me the encyclopedia value is damsge per second for the turret as a whole, not per shot. So don't multiply those flak turret values by 4!
Source
forum.egosoft.com/viewtopic.php?f=146&t=429258
Read the second answer ;)
@@CaptainCollins okay, multiply flak damage by 2 instead of 4, for in sector damage...
Hey capt. just getting into the game myself and recently got a M size ship with some turret's but they never seem to shoot at any enemy ships I'm near or will just start firing randomly during the middle of the fight, is there some kind of controls I need for the turrets?
Yes, there is :) open your ship information and go to the tab "Loadout". There you see the behaviour of your turrets, and they should be set at "Defend" at the moment. Change that to "Attack All Enemy Ships" and your turrets will start to shoot when in range :) just experiment a little with that settings.
Good luck in space!
@@CaptainCollins Ah I'll look for that thanks! Great Video btw, I didn't even know the different faction turrets were different in stats just assumed they were simply reskin's.
Glad to help! Ask whenever you need something. The reddit and steam discussions are also very helpful if you need more input ;)
What if you want to make a full cap killer all plasma turrets would you recommend slip large and argon medium to have similar range?
Sorry for the late reply :) But I think as fast as you can get the first hits, you should do it, so still go for high range.
Im missing the projectile speed.
I kind went for a balanced build but feel not cutting it for damage
I would always go L -> Plasma and M -> Flak. But M Pulse are also doing the job. The others lack accuracy or damage in my opinion.
@@CaptainCollins thanks, i try to balance my raptor for fighters and big ships however did notice it was not doing dps on likes of destroyers. Question is it me or is the Xenon I more powerful than the split raptor my ship took lot damage in fight and if it was not for support ships id died
flakks and beams. put a faster weapon projectile mod on the flakks and they rarely miss
Then put this and that mod for all the 'bad' weapons AND turrets in the game for them to become 'good'.
Not a solution man.
You have to remember that a VERY large part of players don't even consider ruining their games with any form of weapon mods or any mods that ruin the base gameplay mechanics.
Quality of life mods etc is a whole other thing.
@@DanielFrost79 im on about vanilla, you know the basic weapon chambers, you can use them to mod your guns. nothing to do with modded games.
And all of this doesn't make any sense in remote sectors :D Remote sectors use simplified mechanic so there is no object collisions, all weapons never miss but they do some amount of damage that you can't see in the game, it is hidden stat of a weapon. Also if you are not looking at the map, ships and stations will not use combat drones but their damage will be added to turrets damage. I assume Teladi turrets are the best for combat in remote sectors.
I'm not talking about oos combat. So Sergey, what's the point of always talking about anything bad? And giving false advise like the station defense? Why do you keep on commenting like a restaurant critic? I don't get it :D
@@CaptainCollins because most of your ships are always in remote sectors and depending on selection of turrets your miners, traders and remote patrols would survive or not and do you need to spend money on additional escort fighters. It is really frustrating when you can attack in Incarcatura pirate Minotaur and easily kill it but the same Incarcatura in a remote sector will be destroyed and you can't say what went wrong. So there is a huge difference between player ship and the rest of your property. All X wiki have 2 sections for every ship - player ship/oos behavior because it is matters. I'm not a restaurant critic, I'm only fan of X games since X2 the Threat and sometimes make mods and scripts for them.
@@СергейЦибульченко OOS and In System do work different, thats true, this video is all about in system, so dont get over the board. OOS its all about DPS, outfitting your vessels with the most damage dealing turrets per salvo (bolts, cause barrel does count) is the best way to set up an OOS AI controlled fleet. In this video we have a explanation for in system jack-of-all-trades friggate turrets setup without fighter support and i do think @captaincollins did a great sum up
@@SuperEierkuchen
And also why in X3 trilogy, I deploy only Destroyers with the best shields for sector defense.
Those Xenon Qs can defeat a good chunk of Destroyers out of sector despite being of a smaller class: their overall DPS calculation can defeat their shields and chip into their hull.
You won't believe that even the Terran Osaka lost to a Q while looking at my sector map. Sure my HQ can build more of them and my complexes can rearm them, but that's a lot of time and materials poofed in 30 seconds.
Qs are a nightmare for end game players managing fleets. And my losses have proven as to why.
@@Aereto i cant speak for X3 (never played that game that far to own a fleet) but there are similaritiesto X4 afaik, damage calc wise. In X4 you do occasionally see an friggate only fleet get demolished by N/M type fighters (well not demolished but they take their time to proberly say "hello"), thats probably because M and L class weapons do suffer of some sort of accuracy debuff against S class ships, in sector M-turrts equiped on an L-Class ship eat M and N for breakfast if they are proberly outfited
I searched shard turrets and I got this guy again who says " bla bla bla , bubba blaaaa bla bla blaaaa bu blah. But.........blah blah blah, buh blah, blah blah blah. Oh and if anyone knows anything about shard turrets....." as my eyes roll into the back of my head wishing I got my 10 min back
Wait, "S" turrets? I'm so confused now.
Wtf are turds doing on a ship?
I think need update
Много болтовни и мало пояснений по теме. Гайд так себе.