A list of puns related to "Turret ship"
I was wondering if the turrets of the ship could be destroyed or disable while dogfighting large ships such as the HH.
Because while doing some ERTs, I tried to focus my shots on the HH turrets with my Inferno and it didn't seem to have any other effect than applying damages to the HP pool of the concerned ship section.
Destructible turrets could add a lot more gameplay strategies than just unloading your ammos on the same part of the ship until it explodes.
Hi
Maybe i am oversseing something obvious, but how do get 18 Naonite Minig lasers, i checked some Equipment docks and was able to buy 3. I am jumping around like for hours just to find out the equipment dock only has guns not mining lasers, and if they have, they rolled titan, but i need naonite.
What is the trick in this? visit a turret factory, write down what they need for building the 18 turrets and jump around in a freighter to collect the goods? And how do you know which factory sells the goods you need. Map filter or simply visit a trading station?
Please shed some light, i am to new to this game (but not this genre).
PS: i am at trinium level already if that matters.
I was wondering if there was a mod out there that removes the turrets from the mammalian shipset? I think the ships look beautiful to me but the turrets, more specifically the size of the turrets look ridiculous
After iterating through a half dozen failures, I finally took down my first ship!
It was some miner/hauler NPC ship from either the Modular Encounters & Air Traffic Mods.
It took 2-3 minutes of my 10 gatling and 4 missile turrets to bring the thing down... Is that normal?
Or would I be FAR better off with a pile of gattling guns and aiming/firing them manually?
Getting confused by what I see on Freelancers and what is a manned vs unmanned turret.
Is there any ship smaller than a Hammer Head (Which is a bit pricey and overkill) that would let two people fire turrets while a pilot flies? (Missiles optional.)
We have a group of three that play together often, and are trying to find a ship we can use in combat scenarios.
Like if I approach a bunker in an Ursa, will the turrets shoot me? Is taking out bunker turrets in an ursa a bad idea?
In my experience, Rocket Turrets don't seem to do much in the way of Capital Ship damage. Their primary target appears to be the Laser/Missile Turrets on Capital Ships first and foremost, and incoming enemy torpedoes (their rockets appear to be too slow to intercept missiles). Despite their inventory description, I've never seen a Rocket Turret ever target undamaged hull sections of Capital Ships, nor have I ever seen a Rocket Turret ever target a flagship's subsystems. I always only get the "Turret Destroyed" notification and not a "Subsystem Destroyed" notification when using Rocket Turrets.
In matches where I've used Rocket Turrets, I don't get much in the way of Capital Ship damage with them, the only times I get Capital Ship damage is with my own Support ship's Standard Lasers. Unless the Capital Ship damage that Rocket Turrets do is not actually tracked by the scoreboard, I have no idea about how much damage to capital ships they might be doing.
So are Rocket Turrets not really worth it on Support ships? If that's the case, then its seems to be a waste of their listed 1000 DPS (unless that's not correct either). Does anyone here have any tips to using them effectively in Fleet Battles? Weren't they supposed to be a way for Support ships to deal respectable Capital Ship damage in that game mode?
With OwlChemistβs blessing, Iβm currently working on a mod that allows you to build rooftop (/ceiling) orbital trading beacons, trading convenience and raw power (aka, a larger trading radius) for higher energy use and resource cost. Iβve managed to get the mod up and running for the most part, but Iβve run into a hurdle β SOS2 ship roofs.
This is obviously not a major problem β the mod otherwise fulfills its intended purpose rather well atm β but seeing your neat antenna- and satellite-bound rooftop relay being covered up by SOS2 ship roofs breaks immersion quite thoroughly. Especially since its sprite looks right at home on top of a spaceship (in bed now; Iβll post a pic tomorrow morning).
I wouldnβt be posting this under normal β somewhat minor β immersion-breaking circumstances, but in this particular case I know itβs possible to render buildings above shipβs roofs. Case in point: every SOS2 turret.
Iβve poured over all the XML defs related to the turrets to no avail. The most promising solution came in the form of an "infinite breaker" WorldClipper (edit: wow, I was way off with that name lol) altitude layer that some turrets possessed, but applying that to my relay had no effect.
What am I missing here, what kind of technical wizardry allows for turrets to render on top of roofs? Even if itβs some complicated C# mumbo jumbo, Iβm sure I could still apply that via a patch or something, considering other modders have been able to make their own roof-breaking turrets.
Hereβs hoping this question isnβt too specific and that someone points me in the right direction!
/u/SargBjornson, Iβm tagging you since you worked on Alpha Ships and its bio turrets, so I figure you may know how to handle this. Youβre also pretty active on Reddit, so you may actually read this.
EDIT: well, I figured it out through a lot of trial and error. Mostly error and just brute forcing different things, but it works with no red errors!
I just need to polish it up a bit and figure out if I can expand its trading radius and then I'll publish it to the steam workshop.
EDIT 2: Tip for future people who arrive at this post looking for a solution: I think the key lies in setting <shaderType>MetaOverlay</shaderType>, which is the "layer" where SOS2 ship roof tiles are rendered. <altitudeLayer>WorldClipper</altitudeLayer> may also be necessary, but I haven't really tested i
... keep reading on reddit β‘Platform(s): PC
Genre: Base Defense/Wave Defense
Estimated year of release: 2019
Graphics/art style: Pixel based but more fleshed out and refined
Notable characters: Lone soldier and his turret
Notable gameplay mechanics: You had to die to get upgrades
Other details:
So after years of watching the game, I finally decided to pull the trigger and make a pledge. I ended up doing am upgrade from the Aurora package to the Reliant Kore because I play a lot with my brother and that seems to be the smallest multi-crew capable ship available at the moment.
Aside from a few catastrophic landings,, we are absolutely having a blast, but I have a few questions about the ship;
The co-pilot can control either turret, is it a possibility to have the co-pilot control both a once?
If no, is the other slaved to the pilot when not in use by the co-pilot? Or is there a way for the pilot to utilize the turrets if flying solo?
Edit: Thanks for the help folks! I really appreciate the quick responses!
So I've been doing the boarding technique where you crap out your marines without attacking to pretty good success. Stole a dozen Hokkaidos and a couple destroyers from the terrans. Tried my hand at their carrier and builder and their missile turrets just blow all the pods up as they're preparing to board. Is this technique just impossible against these ships?
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