Requiemfang wrote:
nap_rz wrote:I'm curious, how many XRM users are also using custom turrets script like mars or smart? do you think turrets script unbalance XRM ships and weapons?
I'd also like to know why paul does not use turrets script? is there any reason for it?

When I play X3TC or when ever I get around to playing AP I always use MARS or MEFOS turret scripts, I haven't tested out SMART enough to actually decide if I like it or not.
What are you asking about paul not using turret scripts? Are you asking why he doesn't have the mod support turret scripts or why the mod doesn't have it's own?
try the latest smart, it's now somewhat on par with mars on brutality but slightly more efficient plus it give less burden to your CPU than mars...
I'm asking paul why he does not use custom turrets script is because it's related to my previous questions targeted to all XRM users; because I feel custom turrets scripts a little bit upset the balance XRM have
for example some ships that have access to more varied weapons will get certain advantage compared to ships that stuck with their specific racialized weapons (although AP already have built in laser switching turrets script so the difference is somewhat smaller than TC), this is especially true to player owned ships...
another fine example is missiles... turrets scripts do indeed make XRM missiles bombers/frigates less effective, depending on situation, turrets scripts equipped capital ships that has been properly set up with the right weapons can stop 20%-100% missiles thrown at it by multiple bombers/missile frigates; paul said it himself that mars is simply too good for the tweaks he has done to missiles, and remember that is without MDM script being used, with MDM it's highly probable that missiles threats are completely diminished and become irrelevant in the game (at least for player owned ships)
so I'm curious why paul do not use turrets script
