Talk:Autoblaster/@comment-26662743-20161120202127/@comment-454133-20161120211234

The difference between the Autoblaster Turret and Autoblaster Cannon goes beyond just being able to shoot anywhere; the turret version is also limited to only two dice. Both can be very powerful because they completely ignore an agile ship's defenses with their hits, but the cannon's additional die helps a good deal in making sure you don't roll crap.

AB Cannon: 5 points, Arc, 3 dice

AB Turret: 2 points, Turret, 2 dice

The turret also pairs nicely with an Accuracy Corrector, as 2 hits is the best possible roll. But at this time, only the VCX-100 can pull that off.

I suspect 5 points is a bit much for the autoblaster cannon these days, just because of the mobility of new ships, and the way the meta's prices have adjusted. But I'll need to retest my autoblasters out sometime soon to be sure. I suspect the Autoblaster Turret is actually still pretty nice vs protectorate starfighters and tie defenders, especially on ships that can consistently produce a lock and/or focus, or occasionally arc-dodge their target. The protectorate's title + autothrusters, for example, mean little against an AB turret's wrath.

Ion Cannon & Turret are a similar tradeoff, and this one makes even more sense to me: y ou're spending 2 more squad points and losing 1 range to target in 360 degrees, with a good chance to hit and ion with either option.

Ion Cannon: 3 points, Range 1 - 3, Arc

Ion Turret: 5 points, Range 1 - 2, Turret