Originally posted by Black Globe Generator:
It's fascinating to see how different gamers approach a similar problem. </font><blockquote>quote:</font><hr />Originally posted by far-trader:
For many practical reasons it wouldn't be two triple turrets...
Please, share more!</font>[/QUOTE]I agree, seeing reasons of others is good, so...
One of the first reasons in this case is as mentioned partly the energy draw should limit the number of lasers.
Second to that a trader should avoid expenses when and where possible. Double turrets will save you quite a bit over triple turrets and are almost as (in)effective if you run into real trouble
That's why I often lean to a preference of the best defense is a strong defense, rather than the best defense is a strong offence. So a turret of full sand rather than missiles. If I prevent damage I save a LOT of money in repairs. Most merchies should just run at the first sign of trouble, or surrender if that is reasonable. And if you run cover your hide with sand and defensive laser fire.
Sure Beams are better than Pulse but they also cost twice as much (which always seemed a bit broken to me, but...). The penalty isn't that bad, and when you do have to fight the extra punch is good.
Missiles are not bad either, but just one is enough to keep some of the enemies lasers tied up, some of the time. And you don't want a whole lot, they are an expendable (more expense) and potentially hazardous (at least in MTU).
I also generally feel that triple turrets mark you as carrying very valuable cargo attracting extra attention. While single turrets advertise that you are meeting the minimum requirements for security cargo runs, and almost never get them so you don't get much notice. The double turrets say you're ready for trouble but aren't looking for it and usually don't have anything worth the effort, the nice safe happy medium