Depends against what.
I would go with one LM 8 Outcast turrets 2 missiles and Pulse against caps,M´mind that pulse could be substituted by your LM so you can also add razor if you have good aim or another Outcast turret
or 1 LM and 11 basics- works fine too.
If you want to shoot small ships then there are 2 options solaris and Outcast destroyer turrets.
In that case add one LM and rest turrets of your choose you can also add double missile if you have good aim with the solaries/secondaries and dont need 11 of them. When you use missles dont forget to sub-target the front of the enemy ship- exactly the point where he beams stuff, then they work perfect against shield too, dont get close to enemy battleships or cruisers if you would use anti-fighter set up, cruisers are good at 2- 3k range sniping with mortars and aiming missiles. Invest as much credits as you can in capital armour. Explore your guns hard points in order to have optimal 360 degrees range with the long artillery weapons, use weapons groups for the different weapons.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Noted Indeed I have tested the KNF dessie with secondaries and they were more then fine. I didnt know that the oc dessie turrets are so bad but indeed they are.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Pulse cannons are about as effective at shield breaking as light mortars, so if it's purely for damaging shields, you're better off with dual light mortars if your core can support it - and use another turret slot as primary. Cruisers are mostly effective in anti-gunboat role, and long range bombing of bigger capital ships (which they can outrun with their thruster, and outrange with the missile launcher). A rear-firing missile turret can be a good attrition strategy weapon.
I'd not use pulse turrets at all on capital (>gunboat) vessels, given their current stats.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.