Aramil
Space Marshal
Your all obsessed with blind spots.. lol
you have 10 "fighters"/smaller craft (assuming you don't have pea-shooters for weopons), group them into groups of 3 , 3, 4, (or 2, 2, 3, 3-depends on the makeup of the smaller craft) and overwhelm single points (your faster and more manuverable, pick your points wisely) with formation staffing runs against the turrets, in/out, make a hole. A single turret can only engage one of you.
As for the Capital pilot taking instruction from a turret during an engagement to move a single turrets FoF (field of fire), if he/she did they would have multiple gunners shouting to go in opposite directions, Moving to much or suddenly will effect the target tracking of your own turrents. And it's not like the more agile craft could not strafe to match your turn rate.
The pilot will be trying to get it's main guns on high value targets to obliterrate them, or manuvering to a less expossed possition.
In the heat of battle the capital ships pilot will have plenty to be doing without pandering to turrets.
As smaller craft you would want to overwhelm a section making it ineffective, it's not like every turret on the Cap ship will be shooting at you.
I know some people feel that Cap ships are massive, indestructable, unbeatable gun platforms, but without any fighter support (as per the OP), they lack the ability to break up an organized attack, it's just to easy for the smaller craft to pull out, and regroup, for another set of runs.
The Cap ship needs, support, whether thats a snub craft or some smaller frigates, something to draw some of the fire so it's not all on you, or something to disrupt their runs and regrouping, by sweeping in behind and expossing their rear.
you have 10 "fighters"/smaller craft (assuming you don't have pea-shooters for weopons), group them into groups of 3 , 3, 4, (or 2, 2, 3, 3-depends on the makeup of the smaller craft) and overwhelm single points (your faster and more manuverable, pick your points wisely) with formation staffing runs against the turrets, in/out, make a hole. A single turret can only engage one of you.
As for the Capital pilot taking instruction from a turret during an engagement to move a single turrets FoF (field of fire), if he/she did they would have multiple gunners shouting to go in opposite directions, Moving to much or suddenly will effect the target tracking of your own turrents. And it's not like the more agile craft could not strafe to match your turn rate.
The pilot will be trying to get it's main guns on high value targets to obliterrate them, or manuvering to a less expossed possition.
In the heat of battle the capital ships pilot will have plenty to be doing without pandering to turrets.
As smaller craft you would want to overwhelm a section making it ineffective, it's not like every turret on the Cap ship will be shooting at you.
I know some people feel that Cap ships are massive, indestructable, unbeatable gun platforms, but without any fighter support (as per the OP), they lack the ability to break up an organized attack, it's just to easy for the smaller craft to pull out, and regroup, for another set of runs.
The Cap ship needs, support, whether thats a snub craft or some smaller frigates, something to draw some of the fire so it's not all on you, or something to disrupt their runs and regrouping, by sweeping in behind and expossing their rear.
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