Foreword:
This WAS an Anti-tank gun, funnily enough, on my Slugger Tank Destroyer vehicle that I made but never went anywhere with. So thats why its looks are different from my normal stuff.
The default system is Cannon-Beam-Overdrive, but you are welcome to adjust it. CBOd inside it will kill 2 ADV armour blocks and a few shield capacitors behind it in a shot from up to 3 sectors (0r 13 shield caps and 1 basic hull block). Punch effect will make it more power efficient, but reduce its raw damage.
The original system (When it was a TD) this turret held was Cannon-Pulse-Punch, and will hold this system quite well should you wish. It may be necessary to Meta-shell the output, as Pulse drastically increases damage at reload expense, and High-damage shells begin to lose penetration.
14/14/14 Cannon-Beam-Overdrive
This turret is NOT self sufficient, it requires 100,000 energy to fire it, and deals roughly 5000 damage every 4 seconds. As in the foreword, you can change this to whatever system you wish - the computers are at the back end of the turret. It has thrusters by default so you can dock it immediately.
If you change it to a Cannon-beam-punch system, it will do 1680 damage for 16,800 power. It will "partially" power itself, but discretion is advised.
Hell, you can even change it to a tiny cannon-cannon-punch turret if you want
Stats:
This WAS an Anti-tank gun, funnily enough, on my Slugger Tank Destroyer vehicle that I made but never went anywhere with. So thats why its looks are different from my normal stuff.
The default system is Cannon-Beam-Overdrive, but you are welcome to adjust it. CBOd inside it will kill 2 ADV armour blocks and a few shield capacitors behind it in a shot from up to 3 sectors (0r 13 shield caps and 1 basic hull block). Punch effect will make it more power efficient, but reduce its raw damage.
The original system (When it was a TD) this turret held was Cannon-Pulse-Punch, and will hold this system quite well should you wish. It may be necessary to Meta-shell the output, as Pulse drastically increases damage at reload expense, and High-damage shells begin to lose penetration.
14/14/14 Cannon-Beam-Overdrive
This turret is NOT self sufficient, it requires 100,000 energy to fire it, and deals roughly 5000 damage every 4 seconds. As in the foreword, you can change this to whatever system you wish - the computers are at the back end of the turret. It has thrusters by default so you can dock it immediately.
If you change it to a Cannon-beam-punch system, it will do 1680 damage for 16,800 power. It will "partially" power itself, but discretion is advised.
Hell, you can even change it to a tiny cannon-cannon-punch turret if you want
Stats:
This particular turret is one of my older ones, just updated a little.
The exposed systems were acceptable when you factor that the turret AI will always be facing a singular threat, Back when it was a TD's gun, this was acceptable.
Im a believer that if shields are dropped and your turrets are getting chewed up, there is nothing that can save them short of a Jump out, or overheating the enemy vessel(s). Considering this turret is NOT self sufficient Id much rather it get ejected from the ship's docks rather than draining power from the reactor system that is now losing integrity.
Generally when I build things for myself to go and kill things they are shield tanks to protect the sheer quantity of turrets I end up using. Most my stuff is built for Survival mode because holy hell Advanced Armour is really annoying to come by in quantities, and doesnt really do much to ships with good guns,