Ok, after some testing I've decided to comment a bit.
Here are the current turret arcs with the most recent release:
Hardpoint 1: Forward Only (up/down) Left Only
Hardpoint 2: Forward Only (up/down) Right Only
Hardpoint 3: Forward Only (up/down) Right Only
Hardpoint 4: Forward Only (up/down) Left Only
Hardpoint 5: Forward Only (up/down) Left Only
Hardpoint 6: Forward Only (up/down) Right Only
Hardpoint 7: Forward/Backward (up only) Left Only
Hardpoint 8: Forward/Backward (up only) Right Only
Hardpoint 9: Forward/Backward (down only) Right Only
Hardpoint 10: Forward/Backward (down only) Left Only
Hardpoint 11: Backward Only (up/down) Right Only
Hardpoint 12: Backward Only (up/down) Left Only
Hardpoint 13: Backward Only (up/down) Left Only
Hardpoint 14: Backward Only (up/down) Right Only
Hardpoint 15: Backward Only (up/down) Left Only
Hardpoint 16: Backward Only (up/down) Right Only
Hardpoint 17: Forward Only (up only) Left/Right
Hardpoint 18: Backward Only (up only) Left/Right
Now, this leaves us with only 4 hardpoints that can fire both forward and backward, with two of them being left side only and two being right side only. Before this version, I had two extra hardpoints which could fire both forwards and backwards, allowing me to set up 2 forward only heavy weapons, 2 rear only heavy weapons, and 4 that could fire any direction, with the remaining hardpoints used for point defense weaponry or primaries firing various directions.
Now, It's only possible to have half that setup, and after numerous fights with other order caps tonight most agree that the carrier is distinctly lacking in anti-cap ability now, due to having to turn more and expose itself to fire while being unable to return fire more often - whereas before, it was possible to fly past an opponent and still shoot your heavy weapons backwards at them after your first salvo when facing them.
So, my suggestion:
Make hardpoints 7, 8, 9, 10, 17, and 18 fire any direction - left/right/up/down/forward/backward, full 360 guns.
Make hardpoints 1, 2, 3, 4, 5, and 6 fire forward only, with 3 restricted to the left side and 3 to the right, all can fire up/down.
Make hardpoints 11, 12, 13, 14, 15, and 16 fire backward only, with 3 restricted to the left and 3 to the right, all can fire up/down.
This evenly balances the ship's firepower forward and backward, allowing heavy weapons to be used in the center 'omni' hardpoints while the forward-only and rear-only hardpoints can be used for primaries or point defense weaponry defensively.
' Wrote:well...from what i see, turn your ship nose down by 90 degree since all turrets can fire up/down
eh, they cant, about a third can fire up only, a third down only, and a third both ways right now.
Eg, my two light mortar hardpoints can fire forward/backward, but they can only fire up, cant fire down below my ship, which leaves an easily exploitable blind spot for other caps
i have set the arcs not mindlessly - but it is intended that they cannot all fire everywhere - it is also intended that there are not more turrets firing everywhere.
4x pulse cannons are needed to drain an enemy cap shield at a fair rate, while 2x light mortars are needed to stand a chance against other battlecruisers or cruisers.
Before this change, I had 2 forward-only pulse cannons, 2 rear-only pulse cannons, and 2 which could fire any direction. This gave me the ability to fire 4 pulse cannons forward or backward, and 3 to each side. I also had my light mortars set up so they could fire both forwards and backwards.
Now, two of those pulse guns can no longer fire forward =/
and i gotto say - i am in favour to make ships useful - but that has limits. the carrier is currently ... what i call... right on the very edge of being too powerful. - and thats good enough for sure.
ship weaknesses add to their attractiveness in a long run. - when roleplaying, it is often MUCH more fun to play someone / something that has advantages AND disadvantages ... as opposed to something that is simply godly throughout.
the carrier was ( in my opinion ) equal to the BHG BC when we released the first beta - now it can easily own the BHG BC - that is not really what it was meant to be - as i was assured that "it would never be used without wingmen" ( yes, yes, i know that having wingmen is an unrealistic luxory we don t have - but even so ... other battlecruisers have to put up with it, too )
the carrier is immensly powerful. - i won t support changes on the carrier that make it more powerful than it already is - and i do expect it to be part of a fleet rather than a lone wolf when i see those things around.
4x pulse cannons are needed to drain an enemy cap shield at a fair rate, while 2x light mortars are needed to stand a chance against other battlecruisers or cruisers.
Before this change, I had 2 forward-only pulse cannons, 2 rear-only pulse cannons, and 2 which could fire any direction. This gave me the ability to fire 4 pulse cannons forward or backward, and 3 to each side. I also had my light mortars set up so they could fire both forwards and backwards.
Now, two of those pulse guns can no longer fire forward =/
Are you -trying- to get an uber ship? Its already got battleship shields and enough turrets to dent anything that approaches it.
Be happy with it and go RP in it, instead of looking at the PvP side of it.