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#4415760 - 04/10/18 11:40 PM Weapon Load outs  
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WingNuts01 Offline
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Thought I'd start a thread on this. Many of you have been asking questions in other threads.

My thoughts on energy weapons "Stock".
Gimbaled are the way to go. They will be on target more often, thus higher damage. If target is chaffing, deselect it and track manually if close. Weapon of choice would be Pulse Laser (less draw = more time firing) higher damage. I spent a long time in the Vulture and ran with 2 Pulse Lasers. There was a video on YouTube that did a comparison between Beam and Pulse. Beam just drained the distributor too quickly (even with 4 pips to weps). I have the luxury of keeping my Vulture which is now heavily engineered. Have to say that the Frag Canon modded with Double shot w Oversized as experimental is a hoot to use. Get close and pull the trigger 3 times and shields disappear.

Mouse and keyboard players seem to have an advantage with fixed weapons. I guess it's more control placement of the shot. Last week I began an experiment with my Chieftain using Rail Guns. Yes I have them Modded. I chose the short range mod as I wanted to control the range limit. I stopped at G4 with a max range of 1800m and I use 1500 as my limit personally. I keep them in their own fire group to control the heat build up that they generate. They work best after shields are down and are deadly. When both hit they do 163 hit damage. They are difficult to line up and I limit their use to FAS size and up. Anacondas/Pythons are easy to hit now FAS/FGS/Drop are a work in progress though. I use a Warthog set up.

Python set up my favorite, 1 large Beam below and all Multi cannons up top. Weapon placements are great on this ship.

Add your thoughts

Wingy


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#4415815 - 04/11/18 08:04 AM Re: Weapon Load outs [Re: WingNuts01]  
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- Ice Offline
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Starting to think about kinetics and their biggest limitation - ammo. I would kill for an "ammo rack" module. I never considered this an issue on my pew-pew lite runs, but now that I'm trying to collect mats for Engineers, it's a hassle having to stop and RTB to re-arm and I'm now considering all-energy builds. For just the odd visit to a RES site to let off steam or for winging up, I'd bring kinetics, sure. For solo grinding materials for Engineers, I think I'd rather go energy. Same reason I'd bring my Cutter to mining trips - the thing has more cargo space than I have patience so the only time I need to RTB is when I've had enough of mining. The last time, I returned with 10 limpets left in the hold, about 50T spare cargo space, but had about 4-5 hours' worth of mining.

As for weapon loadouts in general, I have a feeling that a certain loadout won't work on a certain ship, but then you Engineer those same modules and all of a sudden, you've got a working and deadly loadout!


- Ice
#4415836 - 04/11/18 11:51 AM Re: Weapon Load outs [Re: WingNuts01]  
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I agree Wingy, and had made the same point in another thread about gimballed weapons. All of my ships use a gimballed pulse laser and multi-cannon combo, aside from the Vulture which currently has dual MCs. One of the main things I like about it is what you've hit on, which is the lower distributor draw. This setup can keep on firing in most builds, even without throwing extra pips in to WEP. Of course that depends on the rest of the build, but on my ships it's the case.

As to the ammo concern, yes you can run out. My Vulture has reduced mag capacity due to it's modifications, but even so there is still ammo for a couple of hours of RES hunting. And with synthesis, running out of ammo isn't really something to be concerned with in my opinion. As long as you have iron, nickel and sulphur on board you can make more, and if you have some additional metals you can even craft more powerful shells.



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#4415878 - 04/11/18 05:31 PM Re: Weapon Load outs [Re: WingNuts01]  
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WingNuts01 Offline
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Glad you mentioned synthesis. If your running M/C or another ammo guzzler this is a must. When I roll in to a new CG I always have a minimum of 3 premium reloads for each of my M/Cs. That extra 30% damage car really help if you've got a good instance going!


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#4416099 - 04/13/18 05:30 AM Re: Weapon Load outs [Re: WingNuts01]  
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So, I am totally the opposite of you guys I think! smile
On my Vulture - dual beam lasers seems to be my preferred loadout. Efficient Weapon, Thermal Vent engineering on the lasers, Overcharged power plant, Weapon focused distributor. I can fire for quite some time with that setup! I also switch it up for a gimballed multi-cannon occasionally, but really love the beams.

Same on my Cobra - small beams + medium multis is my go-to, or occasionally small beams + medium pulses.

#4416161 - 04/13/18 04:47 PM Re: Weapon Load outs [Re: thekingofstyle]  
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WingNuts01 Offline
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Originally Posted by thekingofstyle
So, I am totally the opposite of you guys I think! smile
On my Vulture - dual beam lasers seems to be my preferred loadout. Efficient Weapon, Thermal Vent engineering on the lasers, Overcharged power plant, Weapon focused distributor. I can fire for quite some time with that setup! I also switch it up for a gimballed multi-cannon occasionally, but really love the beams.

Same on my Cobra - small beams + medium multis is my go-to, or occasionally small beams + medium pulses.


Engineering changes everything. Especially on a Vulture with it's starved Power, Distributor and FSD. Engineer it and you have a versatile small dynamo very effective.


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