i just started a new ship and outfitted it with homing missiles only, but i want something more. Whats your favorite combo when it comes to making turrets? any suggestions?
can you define cannon/cannon? im still new to weapon combos and im still trying to figure out how to combine three weapon types to get different effects.Cannon/Cannon with either Punch or Overdrive (depending on size and/or available power) will probably be the most popular kind I would imagine.
Use cannon as the primary weapon, then connect another cannon computer as the secondary weapon. Using cannon as a secondary lowers damage per projectile but increases rate of fire. Cannon/cannon is basically your machine gun type weapon.
Using punch through as a third effect increases damage against blocks and penetration, it mixes really well with cannon/cannon. As in, probably the best kind of weapon for shredding ships quickly in the whole game. Overdrive is a straight up damage boost, but the power cost makes it usually not worth it.
thank you for breaking that down! ive got a pretty good understanding now. although im still in the beginning stages of experimenting with weapons i think i will get the hang of it lol.Placing them facing up was likely as aesthetic choice. The direction secondary weapon modules face has no effect, likewise with where they're placed. And the way it calculates how fast your weapon fires is based on proportion to the main weapon. For example if you have 10 main cannon modules, placing five secondary will double your rate of fire, while placing down 10 will give you 10x the rate (may be off on the numbers there tbh), going over 10 won't give you any benefit. Damage wise it adds up to the same as if you just had 20 main weapon blocks, it's just spread over the multiple quicker shots instead of 1 big one.
How many you should use depends on the size of your ship/turret. You should really be aiming to break at least one block of advanced armour per shot (about 2k damage). If your cannon isn't big enough to do that normally don't bother with a secondary, you're usually better off at least making every shot count.
Your tertiary effect (overdrive, punch through etc) is usually more important then your secondary. For example if you go punch through you pretty much always want to get 100% of the effect (in the 10 cannon module example you would achieve this by placing 10 punch through blocks), effectively doubling your damage. If your weapon is still not breaking the 2k mark per shot you should consider using overdrive instead, giving you 3x the damage (at the cost of 6x the power).
i am going to try a few of these, the link you posted wow. if i mounted that one turret id be the baddest mother in my galaxy haha.I like cannon/cannon/punchthrough or cannon/cannon/overdrive (depending on turret size) as my primary backbone dps.
But really, its a combination of different things that is the most effective. Like have the C/C/P or C/C/O as the primary weapon, and then put a C/C/Stop as a secondary. The second Stop cannon won't help the ccp/cco turret its on, but it will slow down/stop a small fast moving target (like a drone or fighter) so that other turrets with bigger weapons can hit them more easily.
Missile/Cannon/Explosive will give you very powerful, rapid fire missiles that act a lot like super beefy cannon fire, but the missiles are so slow they have a very hard time hitting anything that can dodge. The stop effect on the other turret will slow those targets down and let the missiles pound on them to great effect.
Usually, I like to combine things on turrets when I can. So if I have a Missile/Cannon/Explosive, I'll make a smaller secondary Missile/Cannon/EMP that fires along side the Explosive shells. Already mentioned the Stop along with the machine guns.
Only thing to keep in mind when mixing weapons on single turrets is make sure the base weapon is the same. So always have two cannon/cannon mains with different tertiary effects, or two missile/cannon with different effects.
Reason why is that right now the AI is really pretty stupid, it can only aim one weapon or the other, so if you have a fast moving cannon and a slow moving missile on the same turret, it won't know how to aim properly to get both things to hit, so it either aims one or the other, or tries to aim in between the two and misses with both.
I made this more as a primary dps cannon against larger ships (it can't fire straight up so its less useful against fighters), but it might help:
Punchthrough/Stop Combo Cannon Turret
Explosive on missile/cannon is literally worthless unless the entire system is enormous and has only one output (which means it can be easily prevented from firing by a guy with a machinegun).Missile/Cannon/Explosive
I seem to recall testing punchthrough vs. piercing on a cannon and finding that PT worked with shields up (in that if the shot did enough damage to bring the shields down, the excess would hit the blocks) while Piercing did not, and that the damage of the two shots on the actual blocks was pretty much the same either way once the shields were down?Use Piercing as your tertiary. It has no drawbacks, but actually increases damage, unlike Explosive.
With missiles, no missile loses shield damage.I seem to recall testing punchthrough vs. piercing on a cannon and finding that PT worked with shields up (in that if the shot did enough damage to bring the shields down, the excess would hit the blocks) while Piercing did not, and that the damage of the two shots on the actual blocks was pretty much the same either way once the shields were down?
Hmmm... sounds like I need to make piercing missiles this time around.With missiles, no missile loses shield damage.
Punch missiles get an extra +50% damage bonus to Armor HP and a +5 radius. Piercing missiles ignore 50% of armor values and get a +5 radius. Explosive just gets +10 radius with no damage bonuses of any sort. Piercing missiles are significantly better against anything with advanced armor.
I've found that a missile with Piercing effect will generally get anywhere between +1 and +4 radius when being shot at a solid brick of armor. Pretty big difference.
Piercing is a great all-rounder. Punch and piercing together is even better against armor tanks, though, since missiles do some really bizarre damage to armor HP at the moment. Probably a bug, though - I keep getting 500k damage punch missiles doing around 5mil armor HP damage for some reason, and I think other missiles also do massive armor HP damage as well, but not to the same extent.Hmmm... sounds like I need to make piercing missiles this time around.