Turret batteries
A turret battery is the weapon the game builds out of your fitted turrets. Every turret of the same family joins one battery, and a different family forms another.
"Battery" has two meanings in fitting. A battery hardpoint is a cell on the grid. A turret battery is the group of guns that fires together.
How a battery works
- A battery uses the average of its turrets' damage, optimal and falloff range, tracking speed, crit chance and cycle time.
- Its magazine is the average of its turrets' magazines, rounded down, with ship-wide ammo bonuses applied afterwards.
- A modifier rolled on one turret counts for that turret only, and reaches the battery through the average.
Limits
- The number of Battery modules cannot exceed the hull's Battery hardpoints.
- No more than six turrets of one family.
- The mining laser is a Battery module too, so it competes with turrets for hardpoints.
Families and their abilities
Each family gives its battery one ability.
| Family | Shape | Ability | What the game says |
|---|---|---|---|
| Auto-Cannon | 1 by 2 | Rapidfire | Rapidly fires the battery until its magazines are empty or the burst ends. |
| Flak Cannon | 1 by 2 | Shockburst | Releases a ship-centered blast that destroys nearby enemy missiles, devastates drones, and damages ships. |
| Railgun | 1 by 3 | Charge Shot | Charges the battery, then empowers each turret's next shot. Fire before the fire window expires. |
| Vanguard Lance | 1 by 3 | Penetrator Round | Charges the battery, then loads each lance with a penetrator round: longer reach, and the shot punches through its target into every ship behind it on the line, allies included. Fire before the fire window expires. |
| Rampart Gatling | 1 by 2 | Hair Trigger | The gunners stop waiting for a lock: for a short time the battery locks every target the moment it takes it, swinging from missile to drone without a pause. |
| Repair Projector | 1 by 1 | Surge | Rapidly cycles the repair battery until its charges are empty or the surge ends. |
Heat
Turrets fire faster while the reactor is in the Optimal heat zone: Auto-Cannons, Flak Cannons and Railguns by about 10%, Rampart Gatlings and Vanguard Lances by 25%.
Signature
Every shot adds to your signature for a moment, which makes you easier for hostile turrets to track.
Quality
A turret's quality changes its damage only. Cycle time, range, tracking and crit chance are the same at every quality. See Rarity and quality.