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Greetings.

Which turret subsystems affect what turrets?
Projectile and missile turret subsystem descriptions are clear but do some of them also affect beam turrets?

Is the Heat Management subsystem the only one that affect beam turrets and does it do anything if they're in Auto mode?
This question / problem has been solved by dreamriderimage
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Tarm: Greetings.

Which turret subsystems affect what turrets?
Projectile and missile turret subsystem descriptions are clear but do some of them also affect beam turrets?

Is the Heat Management subsystem the only one that affect beam turrets and does it do anything if they're in Auto mode?
Its the only one I found (have not searched specifically every station for others). I felt like they fired more after installing it; but I did not stopped time or anything.
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Tarm: Greetings.

Which turret subsystems affect what turrets?
Projectile and missile turret subsystem descriptions are clear but do some of them also affect beam turrets?

Is the Heat Management subsystem the only one that affect beam turrets and does it do anything if they're in Auto mode?
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anothername: Its the only one I found (have not searched specifically every station for others). I felt like they fired more after installing it; but I did not stopped time or anything.
I think it's the only one that mentions beam weapons in the description.
Problem is that there seems to be confusion about their functions. For example with this link http://rebelgalaxy.gamepedia.com/Turret_Extender that mentions it do in fact affect beam turrets too. Though this isn't confirmed so that's why I asked here. Another questionable statement http://rebelgalaxy.gamepedia.com/Turret_Optimizer .

Well after a while you start to get a feel for the weapons so I'll take your word for that. I'll certainly test it myself if it works in auto mode too. :)
Post edited March 27, 2016 by Tarm
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Tarm: Greetings.

Which turret subsystems affect what turrets?
Projectile and missile turret subsystem descriptions are clear but do some of them also affect beam turrets?

Is the Heat Management subsystem the only one that affect beam turrets and does it do anything if they're in Auto mode?
Yes, the beam stays on longer before it shuts down to cool, and Yes, it does work in auto mode. Ramps up your beam effectiveness significantly, esp. vs fighters, IMHO.
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Tarm: Greetings.

Which turret subsystems affect what turrets?
Projectile and missile turret subsystem descriptions are clear but do some of them also affect beam turrets?

Is the Heat Management subsystem the only one that affect beam turrets and does it do anything if they're in Auto mode?
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dreamrider: Yes, the beam stays on longer before it shuts down to cool, and Yes, it does work in auto mode. Ramps up your beam effectiveness significantly, esp. vs fighters, IMHO.
Cool thanks. Beams are already awesome against fighters without any subsystems. :)
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dreamrider: Yes, the beam stays on longer before it shuts down to cool, and Yes, it does work in auto mode. Ramps up your beam effectiveness significantly, esp. vs fighters, IMHO.
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Tarm: Cool thanks. Beams are already awesome against fighters without any subsystems. :)
My impression is that Heat Managemet can really make Partilcle Lasers worthwhile. The extra burn time per shot is often just enough to get through same level shields.
Got another question.

Does Ordnance Targeting give the option to set for example Flak Turrets to only shoot missiles, mines and torpedoes in auto mode?
If it does give that option which turrets can it be used with?
Well that didn't seem to work. No auto missiles or torpedoes turret targeting. That sucks royally. Annoying buggers they are...
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Tarm: Well that didn't seem to work. No auto missiles or torpedoes turret targeting. That sucks royally. Annoying buggers they are...
Unless you are going to invest in the Ordnance Targeting subsystem, and dedicate a precious sub system slot to it, and spend time away from steering your ship to try to snipe missiles personally (hmm...my prejudices about this course of action may be leaking through here...), the best process for shooting down 'torpedoes' seems to be...

1) Flak Secondaries, held down continuously during combat (added benefit of occasionally damaging/killing a fighter), and...

2) Either Tachyon cannon, firing A LOT in the general direction of closely approaching torps/missiles, or Proton cannon, firing when fully charged w/ the torp in the center of the yellow band.

Neutron Beams will actually kill a lot of missiles before they reach your shields, and may be the most effective torp/missile killer system for practical, operational purposes (other than the continuous flack secondaries). However, their kills don't seem to get counted very often if you are trying to rack numbers for the Achievement, especially at the higher Mark levels. Honestly, I am toting Mk 6 Neutrons and Flak secondaries for many hours now, I typically kill at least 1/3 of incoming heavy missiles and torps, and I think that my count for achievement purposes has only incremented twice since I put in the Mk 6 gear. I'm switching back to projectile b/s for awhile to try to rack some more achievement numbers before I finish the game again.

There is a post buried over on the Steam forums somewhere in which Travis Baldree explains a bit about the "Torpedo Killer" Achievement. Short version: originally it was just torpedoes, but in reality now in the release version it is any of the heavier, slower, straighter missiles that get counted.

Except that my practical experience of a couple hundred hours in the game indicates that the counting of non-torp heavy missiles toward the Achievement, and even the counting of clearly blown away torpedoes can be very unreliable, especially as your technology level rises. I got credit for killed missiles just fine up to about 200 missiles intercepted / Mk 4 level gear. Since upgrading to Mk 5+ gear, over the course of MANY more total missions, I've only racked up 97 more torpedo/missile kills. (I'm hoping a change back to projectile broadsides may help with this.)

I can personally attest that small fast missiles, Swarmers, etc, that are easy for your flak cloud to kill, are NEVER counted into your "missiles shot down" number.

There is also a possibility, which I am going to test, that the game stops counting missile kills once you add on the Missile Deflection sub system. Or maybe just has a difficult time with it. That upgrade was about when my missile kill count slowed WAY down.
I think I got the achievement just by playing normally. Achievements isn't something I aim for. :)

Yeah the Flak Secondary is good for shooting down missiles and the only real alternative there is if you can't be bothered to steer your turrets manually. I always have my turrets on auto and to constantly spam Flak I got bored of pretty quick. It's a real shame there's no auto shoot down of missiles. Ah well there's always deflectors. :P.
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Tarm: I think I got the achievement just by playing normally. Achievements isn't something I aim for. :)

Yeah the Flak Secondary is good for shooting down missiles and the only real alternative there is if you can't be bothered to steer your turrets manually. I always have my turrets on auto and to constantly spam Flak I got bored of pretty quick. It's a real shame there's no auto shoot down of missiles. Ah well there's always deflectors. :P.
Broadside weapons WILL kill missiles and torps that they catch in they're fan, and frankly in my opinion the broadside fire collateral damage (or deliberate damage) to missiles/torps is at least as effective as flak secondaries. Maybe not by much, and I wouldn't go 'on purpose' missile hunting without flak mounted, but I have seen broadsides "doin' the job" even when flak wasn't mounted.

Yeah, I wish that there was a Tactical setting to put some turrets on the missile kill role.

BTW, do you have an opinion on whether EMP Flak will also kill missiles that fly into its concussion envelope? I have never been able to tell for sure.
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Tarm: I think I got the achievement just by playing normally. Achievements isn't something I aim for. :)

Yeah the Flak Secondary is good for shooting down missiles and the only real alternative there is if you can't be bothered to steer your turrets manually. I always have my turrets on auto and to constantly spam Flak I got bored of pretty quick. It's a real shame there's no auto shoot down of missiles. Ah well there's always deflectors. :P.
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dreamrider: BTW, do you have an opinion on whether EMP Flak will also kill missiles that fly into its concussion envelope? I have never been able to tell for sure.
I dunno about the EMP Flak. Can't even remember which version I've tried or if it was both. I only remember getting annoyed by the constant button pressing even though I did notice it was effective to spam it. Also the constant fireworks confused me about what the hell it was that exploded so I lost track of if I was under heavy missile barrage or not. :S
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dreamrider: BTW, do you have an opinion on whether EMP Flak will also kill missiles that fly into its concussion envelope? I have never been able to tell for sure.
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Tarm: I dunno about the EMP Flak. Can't even remember which version I've tried or if it was both. I only remember getting annoyed by the constant button pressing even though I did notice it was effective to spam it. Also the constant fireworks confused me about what the hell it was that exploded so I lost track of if I was under heavy missile barrage or not. :S
I've come to terms with the surrounding cloud of flak explosions, and I can sort out the real missile booms pretty well...unless it is all happening in a minefield, or engaged with some force that loves mine spamming. Now THAT'S confusing! <grin>.j
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Tarm: I dunno about the EMP Flak. Can't even remember which version I've tried or if it was both. I only remember getting annoyed by the constant button pressing even though I did notice it was effective to spam it. Also the constant fireworks confused me about what the hell it was that exploded so I lost track of if I was under heavy missile barrage or not. :S
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dreamrider: I've come to terms with the surrounding cloud of flak explosions, and I can sort out the real missile booms pretty well...unless it is all happening in a minefield, or engaged with some force that loves mine spamming. Now THAT'S confusing! <grin>.j
I'll never touch another secondary except Dumbfire Missiles now that I've learned to use them. The great killer they are. Slaughter they will. Make great nice booms they do. :D

Seriously now I sneak up on a enemy, fire one salvo DF to take down their shields, a second to take out their armour and then put them down before their own missile barrage gets too annoying. Problem solved. :P
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dreamrider: I've come to terms with the surrounding cloud of flak explosions, and I can sort out the real missile booms pretty well...unless it is all happening in a minefield, or engaged with some force that loves mine spamming. Now THAT'S confusing! <grin>.j
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Tarm: I'll never touch another secondary except Dumbfire Missiles now that I've learned to use them. The great killer they are. Slaughter they will. Make great nice booms they do. :D

Seriously now I sneak up on a enemy, fire one salvo DF to take down their shields, a second to take out their armour and then put them down before their own missile barrage gets too annoying. Problem solved. :P
What end-play class do you favor?
Like Travis, I am quite fond of my Sturville.
6x Mk6 Neutron Beams backed by some Mk6 Mining and/or Viridian Lasers (and one oh-so-versitile Mk6 Viriax MIRV) (and Trell) seem to be a very convincing rebuttal rverything I have seen our here.
I can see jumping up to a Minotaur; the firepower jump probably justifies the maneuverability loss; but I want to finish up this current play-through with just a light ship. I was rocking a Sorcerer DN by the time I finished the first time through, and that was nice, but she felt a little sluggish, and I've got a better weapons package this time.