Rebel Galaxy

Rebel Galaxy

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most effective turret ship?
what is the most effective turret ship, taking into account amount of turrets, apllicability of turret arcs and component turret upgrade potential?
Originally posted by CapinWinky:
Old thread, but it's pretty weak on information. I prefer turrets to broadsides because they are clearly higher DPS than broadsides in practice unless you are riding up on ships and shotgunning them to death without aiming. Polaris is the only ship I feel like broadsides are on par with the turrets.

I don't like missile turrets because I don't like paying for, or running out of ammo, so I played around with the non-missile ones mostly. I did some quick testing with a firefight and decided that Viridian lasers are not as effective as mining lasers. They simply take much longer to kill the same number of the same craft at Mk2 and the mining lasers continue to close the range gap as the levels go up. Not to mention, Viridian lasers don't grow on trees and mining lasers are available as soon as you can afford them.

My turret ship progression is Icarus -> Scarab -> Deep Horizon and if I feel like going further I'll do Polaris. If not doing Merchant guild, the Minotaur is a good replacement for Deep Horizon but costs a lot more. I don't like the McKinley because it is excruciatingly slow. I think the turret placement is better than Minotaur, but I was running out of boost and running into things trying to chase people down in asteroid fields. Blackgate is the most powerful ship in the game for turrets and broadside, but I think I can get off three shots Polaris for every one I land with Blackgate.
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Showing 1-15 of 19 comments
It really doesn't matter since you can finish the game with the starter corvette and MK6 versions of the starter cannons. It's all about finding the tactics that suit your playstyle best.
WillieSea Nov 26, 2017 @ 6:36pm 
Where would a player find these MK6 versions of anything?
The best I have seen is MK3...
Cookie Nov 26, 2017 @ 10:47pm 
The tiers advance as you move further from the starting system toward the location of the Charon system.

The most turret-focused ship is the Scarab. It has 7 turrets, but I believe only 3 broadside ports. 5 turrets can aim at a target on either side, but all 7 can shoot directly forward or rearward. It works pretty amazingly well with manual control using pulse turrets (higher fire rate when manual controlled), since they have extreme range. It also makes a really great pursuit craft, hiding right behind the engines of a big destroyer or dreadnought and just pummeling it with 7 turrets of your choice.

Another ship that does well with turret control is the Vanguard, but it's a bit bigger and will take a lot of damage on its sides due to its large profile. The guns are awkwardly placed, with all the turrets on the fore and the broadsides positioned on the aft. I found the beam broadsides necessary to help me deal with fighters chasing my tail, but your space mileage may vary.
Umbra-Arcturus Nov 27, 2017 @ 2:31am 
Be honest, I've found that the placement of the turrets is more useful than the number of turrets. You want dorsal and ventral mounts for maximum coverage, since port and starboard guns will only have a single hemisphere of effectiveness, whereas ventral and dorsal will cover a lot more territory. This is mostly due to the 2-dimensional nature of Rebel Galaxy's movement.

Note that wide ships can have adverse effects on your turret coverage, as your projectiles will hit your own shields/hull rather than a target, depending on the obstructions.
Last edited by Umbra-Arcturus; Nov 27, 2017 @ 2:32am
Originally posted by Zidders:
It really doesn't matter since you can finish the game with the starter corvette and MK6 versions of the starter cannons. It's all about finding the tactics that suit your playstyle best.
and i found its turrets.
Originally posted by Cookie:
The tiers advance as you move further from the starting system toward the location of the Charon system.

The most turret-focused ship is the Scarab. It has 7 turrets, but I believe only 3 broadside ports. 5 turrets can aim at a target on either side, but all 7 can shoot directly forward or rearward. It works pretty amazingly well with manual control using pulse turrets (higher fire rate when manual controlled), since they have extreme range. It also makes a really great pursuit craft, hiding right behind the engines of a big destroyer or dreadnought and just pummeling it with 7 turrets of your choice.

Another ship that does well with turret control is the Vanguard, but it's a bit bigger and will take a lot of damage on its sides due to its large profile. The guns are awkwardly placed, with all the turrets on the fore and the broadsides positioned on the aft. I found the beam broadsides necessary to help me deal with fighters chasing my tail, but your space mileage may vary.
so the scarab. thanks.
Geek Nov 27, 2017 @ 11:20am 
Originally posted by Spirit of Lament:
Note that wide ships can have adverse effects on your turret coverage, as your projectiles will hit your own shields/hull rather than a target, depending on the obstructions.
Beams will hit your own ship, but projectiles can go through.
Cajun Rabbit Nov 29, 2017 @ 9:09am 
Scarab for starting out sure.... But there are destroyers and dreadnaughts that have way way more of both. Im currently using a destroyer and it has 7 broadsides and 9 turrets. Personally i use all pulse cannon turrets as they seem to work the best in most sitations... Kind of a jack of all trades turret.
Cajun Rabbit Nov 29, 2017 @ 9:12am 
Oh... I also use beam broadsides... Take longer to que up but being able to reliably hit and destroy all fighters and bombers and most torpedo ships in a single volley is really nice.... And with my ship they have 5.2k sm range
Gold♥Shield Nov 29, 2017 @ 2:45pm 
The Blackgate has 16 turret ports... How has nobody mentioned this yet? They are evenly distributed along your entire ship (top and bottom, left and right, front and back) so it's not too difficult to slap Viridian/Particle/Mining lasers all around your ship and just be a floating death trap. Not to mention the 20 broadside ports allow for nearly instant destruction to any ship within range with Mk 6 Neutron Lasers. I've taken down Greel Galaxians in two or three volleys of my broadsides.

Yes the ship is slow, but I'd rather nuke everything in sight at a slower pace than circle endlessly around the bigger capital class ships.

As for early ships, I used the Scarab but was extremely disappointed. Broadsides make up for a large chunk of your damage if you aren't lucky enough to find some Viridian Lasers or can afford Particle Lasers. The Dravius suited me much better with one less turret port and two additional broadside ports.
Last edited by Gold♥Shield; Nov 29, 2017 @ 2:46pm
WillieSea Nov 29, 2017 @ 7:06pm 
I prefer more turrets than broadsides. The turrets easily deal automatic high damage without my having to control them. The broadsides are only useful if your ship is maneuverable and fast enough that you can bring them into the fight.
Cookie Nov 29, 2017 @ 9:30pm 
The Blackgate is neither fast nor maneuverable (even with upgrade), but don't underestimate the damage 20 MK6 proton cannons can do when spammed...

I feel like this topic wasn't exploring Blackgates as a possibility, however. That's something you work up to after reaching endgame, after getting MK6 tier if you're smart and sane. As far as turrets go, they're a reliable source of damage yes, but they're also expensive. The more broadsides you can pack into a ship, the more damage you can pay for with only a single piece of equipment. That's why I like the Tennhausen; it's an early step up into 6+ broadsides and what that means for DPS against capital ships. But it doesn't have enough turrets to swat fighters the way a Scarab does.
WillieSea Nov 30, 2017 @ 12:42am 
Yeah, I usually go the Scarab, then to the Minotaur. I have not decided what ship I would go to after the Minotaur, since I really have not seen any decently manuverable ships past that. At least yet, I am still new to the game.
Cookie Nov 30, 2017 @ 12:14pm 
After the Minotaur, there are no more highly maneuverable ships left. Of the remaining three at a higher cost, the Polaris is the most nimble, but the Blackgate has enough hull and firepower to kill just fine without agility. Seriously, you can put MK1 broadsides on that thing and it'll still rip everything to shreds.
WillieSea Nov 30, 2017 @ 2:54pm 
Has anybody taken the Sorcerer out? I think that is what its called, it as big XWings on the back, a huge ship.

I just don't want a ship that creeps everywhere, where I spend more time waiting for the ship to get places, than actually having fun playing the game. I see that 'slow' speed, and see how slow they move by AI in the game, and I am scared to even try them.
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Date Posted: Nov 26, 2017 @ 8:49am
Posts: 19