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I find Argon bolt and pulse good vs fighters because of their turn rates allow them to better follow and hit fighters.
how do you clear a sector with a large group of fighters?
In X3TC my tactic was:
my big battleships are attacking their big battleships and stations while some M7s with flaks are protecting them from small fighters.
So I stick with pulse turrets unless I have a lot of slots to work with. Then I use bolt turrets instead.
Now, beam weapons on the other hand can be quite useful on frigates, against fighters anyway.
This...rotation speed is important, along with damage, range, speed, fire rate and energy consumption (more for guns) Argon pulse is the best anti fighter turret as far as I know at this stage. fast rotation, good range, ok damage but fast fire rate to compensate, fast bullet speed - very important too.
Might change my mind if I discover a better one or if someone else can enlighten me.
They kinda suck when stock (they all do), but once you throw some blue or purple mods into them, they actually do something, and you can give them some pretty good range or damage, but don't rely on them to do all the work.
Never use vanilla lasers. They are pretty much useless. Unless you're stupid and wasteful like me, thinking that fitting a Disco Raptor with full purple mod lasers is a good idea.
For OOS, damage per tick is what matters, so go all plasma. As in when you set a few ships to guard something somewhere and kinda forget about them. Here it doesn't matter what faction turrets you use.
Basically, bring a raptor full of chimeras and that'll do the job for air superiority. For weapons, i'd recommend split gatling or pulsed lasers. (Split gatlings having a better damage output and a huge spread, they're my favorite choice, as they can reliably take down fighters and still inflict very good damage to capital ships)
If you are OK with mods, I suggest VRO mod for for you. Mod's Flaks are -naturally- meat grinder for S class ships, if you find Flaks too dangerous -because of AEO damage- then try CIWS.
Note: It is a big mod so you should read mod changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=1696862840&searchtext=vro
Edit_1:
I suggets Beam weapons If you don't want to install any mod. Beam turrets of base game were best anti-fighter defence if my memory serves me right.
But I will say I'd like to see a change with turrents setting feature so you can set them prioritize targets based on ship type. It kinda of annoying when all your medium turrents you want attacking fighters and frigates are constantly shooting at say a station (or your large plasma turrents are trying to hit a small fast moving drone that it will never hit). Mean while your being swarmed to death by a bunch of little ships and the only way to get your medium turrents to stop shooting the station is to go into their setting turn them off and turn them back on.
Other than that IMO turrents don't need balance changes they work just fine any more damage an you'd basically make small ships completely useless in a fight.
Beams are good if you have a lot of turrets (multiple ships), and is probably best for S ships. Flak and bolt is a coin toss, both do great vs M ships. Plasma for L/XL/stations.
It's important to use a mix of turrets for best screenshots.
and rank 1 slasher mod on everything for 200 - 300% more damage.