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But no worries, there's an alternative way in, and then you can just disable the turrets from within :-)
Go through the back, talk to him, he'll let you turn off the turrets from his side. There isnt much point to destroying them.
I believe you get more XP just using computer science to reprogram them, which is easier when you turn them off first.
Though partially true, I've always found that having enough weaponsmithing to just break down all the trash weapons makes the economy too simple. Everyone loves junk parts, particularly at the Citadel where the merchant outside who's name escapes me right now, pays a premium, though admittedly not as much as the guy inside. Hopefully California will provide some nice cash sinks though.
You mean Elder Scrolls 2?
If you reprogram a turret with computer science, you tend to completely disable it, making it a non-entity thats destroyed most of the time, unless you have very high computer science skill and a lucky roll where you can turn it to your side. Even with CS 10 on my main utility, with high luck to match, 8/10 turrets are dismantled. It doesnt always happen, but it happens enough.
Yes, you get XP from reprogramming it, like I clearly said to begin with in my first post. Just like I also said in my last post that the majority of the time when you hack a turret, you disable the turret and turn it into a non-entity because its been disabled completely by you reprogramming it. Perhaps you'd like to read a little more carefully next time.