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TER Beam and Pulse both seem to be adequete or good in some roles, missing a form of Plasma feels more like a bigger issue and TER Bolts feel bad to me, well, bolt turrets in general.
TER pulse actualy has better projective velocity so their accuracy will be better than CoP races on their pulse turrets, and TER Beam turrets seem to be superior allaround except in turn speed.
for other races ship Flak is pretty good at against fighters and missiles, on a Raptor with its sheer turrent count going all in on M Beams produces results due to sheer numbers, beams get better the more of them you can mount,
Plasma is for stations and other L/XL ships.
Thank you for providing both CoH and non CoH options. I don't have that DLC yet, so it's nice to have options for both groups.
Wow, that's a rather nice hidden function. I've switched to flak.
One of best combination of 3-4L beam and M flak ARG or SPL.
You could try a mixed loadout of missiles but i have no idea how good the AI is at selecting the right one for the task.
And there's the ammo supply issue of course.
Otherwise flak, as the others have already said, though it tends to miss a lot against the faster fighters.
A frigate with flak turrets modded with Slasher mods for as much reload speed as possible does a killer job cutting through M class ships though.
All the other turrets either miss almost every shot (bolt, dumbfire), have tiny range (shard) or do little damage (pulse, beam).
None of the L turrets are good at dealing with fighters (well except tracking turrets but they're just M turrets with more ammo), though L pulse turrets will sometimes manage to snipe one or two before they get too close and stop moving in a straight line.
None of the turrets deal with S & M class ships anywhere near as effectively as interceptors with shard batteries though, so if it's at all feasible i'd go with that option and use the turret slots for plasma to deal with capitals and stations.
Saved a few of my L traders from a xenon deathball including a K in Hatikvah's Choice a few times. They'd jump in from Silent Witness right into the xenon, get their shields torn down and maybe lose a few % hull and then the whole deathball focused on the defense drones and the trader got away (Selene and Helios).
The problem of course being that the ships it'd be most useful on - M miners and traders - can't use defense drones. L class ships don't really need them against khaak and want mining/cargo drones to do their jobs with.
For actual combat ships the problem is mostly launch time, at least for M class ships.
Any time you give a move command the ship redocks all drones first, which can take up to 5 minutes with an Osprey so it's only good far static defense.
1-4 drones are worth taking on every frigate though, depending on your needs and patience.
As for laser turrets AI doesn't use those unless you order them to, or at least least mine don't despite me giving every trader and miner one to test it out.