I have a long history of missing important details when trying to test something in this game, so I am going to basically lay out my current understanding (and reason for this understanding) and ask that anyone who actually understands STOs please tell me in what way I am wrong (or if I am somehow actually right). Thanks.
1. An STO weapon that does not have a turret in it's design seems to function as if it has a turret with your racial tracking speed.
I conclude this because every STO I design from an un-turreted weapon gets a tracking speed of 10,000 km/s which is my current racial tracking speed, and this tracking does not change by enabling "Point Defense Weapon".
2. Putting a weapon in a turret with your racial tracking speed or less tracking will change the size and cost of the STO built using it, but will have no impact on the performance characteristics of the STO.
I researched a handful of turrets that are smaller than default by reducing their tracking speed, and all get stats (aside from cost) that are apparently identical to the ones from their base weapon. A side effect of this is that a quad turret with 0 tracking makes a slightly cheaper STO than one with the default amount of tracking but performs the same.
3. Long range weapons (ones that do not have "Point Defense Weapon" selected) get no advantage from a turret with more tracking than the racial tracking speed.
Follows from the above, the standard size for fire control tracking speed means that the fire control tracks at the racial tracking speed and thus nothing using that fire control can take advantage of a faster tracking turret.
4. Armor on a turret makes the STO more expensive but does not affect the armor or hit points of the STO.
I fear I am missing a big detail. Do sto vs orbital bombardment armor and damage mechanics work the same as a ground force attacking an STO? All my testing is taking the STO designer text as truth, but I feel like something may be missing here.
5. To get full use of a PD weapon, it needs a turret with 4 times your racial tracking speed.
When selecting "Point Defense Weapon" the "range" goes down the same for all weapons and the tracking appears to increase to be capped by
a: the greater of turret tracking speed or racial tracking speed
and
b: 4 times racial tracking speed
Which makes sense to me as any tracking beyond the default racial tracking speed needs provided by the selected weapon but is still capped by the fire control and that checkbox just switched from a 1xTracking+4xRange to a 4xTracking+1xRange fire control.
Short Summary:
- Armor on Turrets is bad for STOs
- Long range STOs should have no turret, or a turret with no tracking if multiple barrels are desired.
- Point Defense STOs should use guns turreted for 4 times the default tracking speed.
So, what did I get wrong? And what did I severely oversimplify?
And I may have found a bug. Turrets with no tracking are treated as un-turreted weapons, so you can make a 16 barrel turret by making a quad with 0 tracking and using that as the gun on another quad turret, it works as many layers deep as I was willing to test. Example:
The KiloLaser
Transport Size (tons) 512,067 Cost 281,008.24 Armour 21 Hit Points 63
Annual Maintenance Cost 35,126 Resupply Cost 0
TEST 1024x 30cm C8 X-Ray Laser Turret Turret Turret Turret Turret
Range 600,000 km Tracking 10,000 km/s Damage 24 / 2 Shots 1024 Rate of Fire 15
Maximum Fire Control Range 600,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km Max Range vs Missile 544,996 km
Duranium 56,217.6 Boronide 56,217.6 Vendarite 0.24 Uridium 124.8 Corundium 168,550.4
Development Cost 37,483