#4415815 - 04/11/18 08:04 AM
Re: Weapon Load outs
[Re: WingNuts01]
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Joined: Jun 2005
Posts: 16,082
- Ice
Veteran
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Veteran
Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
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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
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#4415836 - 04/11/18 11:51 AM
Re: Weapon Load outs
[Re: WingNuts01]
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Joined: Oct 2000
Posts: 13,193
DBond
Strategerizer
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Strategerizer
Veteran
Joined: Oct 2000
Posts: 13,193
NooJoyzee
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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.
No, now go away or I shall taunt you a second time!
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#4416099 - 04/13/18 05:30 AM
Re: Weapon Load outs
[Re: WingNuts01]
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Joined: Jan 2011
Posts: 3
thekingofstyle
Junior Member
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Junior Member
Joined: Jan 2011
Posts: 3
US
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So, I am totally the opposite of you guys I think! 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.
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#4416161 - 04/13/18 04:47 PM
Re: Weapon Load outs
[Re: thekingofstyle]
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Joined: Jan 2012
Posts: 437
WingNuts01
Member
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Member
Joined: Jan 2012
Posts: 437
Huntington Beach, CA
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So, I am totally the opposite of you guys I think! 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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