3 hours ago, Boom Owl said:Why are full 360 range 1-3 turrets part of gameplay?
Because they have been part of the Star Wars universe since 1977. You couldn't have had the Falcon without a 360 degree turret. The developers have said as much even recently ( https://m.twitch.tv/videos/159129614?desktop-redirect=true ). As @kris40k said and you'll hear in that Gamasutra interview they have been working on ways of rewarding in arc turret use by the attacker and when defending out of arc (Autothrusters).
3 hours ago, Boom Owl said:As a new player it still feels like ships with the ability to take shots regardless of arc or range are at odds with the overall gameplay found in the core game and the addictive loop of choosing, bluffing, and predicting movements.
I agree the way primary weapon turrets (PWTs) are implemented in game is disappointing and frustrating. Other turrets, even Twin Laser Turrets, don't bother me quite so much as they often have range restrictions you can fly to avoid them and still get a shot on them. The PWTs though are nasty as they have no range restriction and get that range 1 extra attack die but usually these ships are have drawbacks - except the JumpMaster 5000 which is cheap, nimble, tough and highly customisable. For example compare an Outer Rim Smuggler (YT-1300) or Patrol Leader (Decimator) with a Contracted Scout.