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Worked good enough for me.
I personally think that the biggest advantage of turrets is not to keep constant fire on enemies (because this damage output will be mediocre enough to justify overlooking it in most cases), but to automate functions that would otherwise get in your way if you have many hardpoints modified to apply different effects and you find your hands full managing them. This way, you can have less firegroups and merely bind the turret functions that you wish to be constantly applied, to be used alongside the main set of damage-dealers for that firegroup.
And, as a secondary perk, turrets can alleviate convergence problems that gimballed weapons might not. Their articulated platform sets them at a greater distance from the hardpoint mount so they will have a greater firing arc amplitude across all axes (regardless of their ability to shoot in any direction).
Because of those reasons, for the Anaconda, I find it preferable to stick turrets in the smallest hardpoints and optimize them for the sole purpose of autonomously applying an experimental effect, not for the purpose of applying damage.
You could, for example, use one of the Anaconda's small hardpoints with a corrosive multicannon turret. This turret will have slightly better convergence with the hardpoints located above, than a gimballed gun. A single small multicannon won't make a tremendous difference in damage output, but the application of the corrosive effect on a target's hull, will; and this turret will have an easier time shooting the same target that your dual large deck-guns might be shooting, than a gimballed equivalent.
And as a situational added perk: chaff affects turrets less severly than gimballed guns. Both get their targetting scrambled, but while gimballed guns will be constantly aiming all over the place, turrets won't sway as fast or as much while the chaff is active (so you can sometimes compensate with ship steering to make them hit).
Turrets can also be handy if you want to use fixed projectile weapons alongside other projectile weapons, that may have different projectile speeds. This is because you would have a different leading sight for every weapon depending on its projectile speed, so you would not achieve convergence at certain engagement ranges unless you installed a gimballed or turret mount to independently aim one of the sets of weapons for you (you would usually want this set to be the one with the highest projectile speed). An example of this would be, wanting to use plasma accelerators while you are also using a corrosive multicannon; the accelerators are fixed and they have a lower projectile speed than the multicannon, so you will require greater leading distance for the plasma projectiles than from the multicannon (so you won't hit with both weapon types at once because each will have its own leading sight located in a different place). You can automate the multicannon with a turret so it will take care of its own leading, and then you can take care of the accelerators on your own without issues.
And one last thing to consider: turrets have lower power draw and distributor draw than gimbals. I once used turrets in a setup in which I needed something with assisted aiming that would converge with fixed guns, but with lower power draw than gimbals in order to keep everything under the power limit. I figure this would be an uncommon ocurrence, but it's another potential use for turrets.
Conda has Great Firepower even with Turrets.
And by keeping the Target under Permanent Fire you can usually Offset the High DPS Value you Sacrifice by not using Focused Weapons.
Especially when Fighting Targets that are more Maneuverable than you.
When I want to Fight a Single Strong Enemy Igo with a T4 Multi Cannon on the Main Mount and Burst Laser Turrets on the T1-3 Mounts.
So I have Constant Lasers on the Enemy and can back it up with Hard Projectile Hits on Opportunity.
This requires alot of Weapon Energy. But it Tends to really Pack a Punch.
For Conflict Zones and Mass Hunting I use the Opposite. A Heavy Laser in the T4 Mount and the T1-3 Mounts Filled with Multi Cannon Turrets.
The MCs are Light on Energy. So I can keep Shields Packed on Full Power all the Time while using the Heavy Laser with the Excess Weapon Energy when the Enemy is in Front.
The Cutter has a couple awkward hardpoints that most people stick turrets on I think (The nacelles) but my Cutter has all 4 Medium hardpoints as turrets for Multicrew and I got enough damage on the bigger hardpoints.
You trade less DPS for more ToT. This can result in more DoT.
On a ship like the Anaconda which turns relatively slowly, it can be worthwhile to use turrets as it can result in more damage done.
I only recommend certain types of weapons though.
Do not use cannons or frag cannon turrets. Cannons will just miss too often and frag cannon turrets only fire at a range of about 500m.
Avoid weapons that drain WEP quickly on turrets as well. Turreted beams are dangerous to you, even if modded for efficienct and thermal dump.
I do recommend at least having 2 small turrets. Your small hardpoints aren't going to do much damage anyway, so use them for utility.
1) pulse laser with scramble spectrum modification. Once the targets shields go down it will provide constant module failures on the target ship.
2) multicannon with corrosive. Keeps the hull debuff going constantly.
My Anaconda is all MCs except for the aforementioned pulse laser.
I have turrets on my small and medium hardpoits, gimballs on my large and huge.
The reason being that small and medium turrets track fairly well. Once you are at large hardpoints they tend to track slowly, this means the enemy moving around combined with your own movements makes large turrets a not to have as much ToT as you'd like, thereby negating their main benefit over fixed/gimballed, therefore doing less DoT.