Which Gimballed would you go for

Ah OK, but it is confusing as we are talking about Beams, Burst and Pulse lasers and you can get C3 beams!

Have a good one :)

- - - - - Additional Content Posted / Auto Merge - - - - -



WOW, just tried building a Vulture in Coriolis with 2x C3 Gimballed beams, and the module management is just WOW, would you mind sharing your coriolis loadout with me (us) as i would like to give that a go. I can mange 2x C3 beams and an electric tin opener and that's about it!

Sure but will be later when at home with my load out.
From memory

A class everything, shields, FSD, Thrusters etc
Chaff
KWS
Hull Re-enforce
Interdictor
2 x C3 Beams

No SCB or enhancers

Beams x 1 prority
Everything else 2 or lower priority.
Cargo hatch disabled.


In the outfitting screen my deployed is about 1.5mj higher than capacity, but I have hatch disabled and other items low priority and it works
 
Last edited:
In PVE, it works out better to use Gimbled because fixed convergence isn't amazing and you will miss a lot on smaller ships, even if you're on target. And you get to keep hitting them right at the top of your view, too.
 
Last edited:
I am constantly changing between beam and burst lasers. If you like the speed beam lasers strip shields then you will be unhappy with pulse and burst. Sure you can fire for longer but you need too. However I find gimballed beam need to be used at close range (<1km) to be accurate enough to be effective before power drain/overheat, whereas using burst it doesn't matter so much if your not on target 100% of the time.
 
I am constantly changing between beam and burst lasers. If you like the speed beam lasers strip shields then you will be unhappy with pulse and burst. Sure you can fire for longer but you need too. However I find gimballed beam need to be used at close range (<1km) to be accurate enough to be effective before power drain/overheat, whereas using burst it doesn't matter so much if your not on target 100% of the time.

Yes noticed that, I only let loose with the beams at < 1km for maximum effect.
 
I am constantly changing between beam and burst lasers. If you like the speed beam lasers strip shields then you will be unhappy with pulse and burst. Sure you can fire for longer but you need too. However I find gimballed beam need to be used at close range (<1km) to be accurate enough to be effective before power drain/overheat, whereas using burst it doesn't matter so much if your not on target 100% of the time.

The decision between beams and pulse is personal preference but, for me, the Vulture is so agile that you should be on target almost constantly. So any weapon that has downtime instantly loses dps. Pulses may feel slower because they do less damage but if you take into consideration the time you have to wait with beams, all whilst looking directly at your target, I just don't think there's a significant difference.
 
Last edited:
I use gimpballed pulse lasers on Vulture. With that you can stay as long as you want untill your fuel runs out.
Beams drain to much power.
 
I use one gimballed C3 pulse laser - can fire this forever, pretty much - and one advanced plasma accelerator, for taking down larger (and slower) ships.
 
The decision between beams and pulse is personal preference but, for me, the Vulture is so agile that you should be on target almost constantly. So any weapon that has downtime instantly loses dps. Pulses may feel slower because they do less damage but if you take into consideration the time you have to wait with beams, all whilst looking directly at your target, I just don't think there's a significant difference.
This.

The laser variants are very well-balanced in that regard. Another advantage of pulse lasers is that since they don't drain the capacitor too quickly, you don't always have to worry so much about your pip assignments, so you can keep a little energy in reserve, so to speak. It can be very useful when you need to boost away.
 
Last edited:
This.

The laser variants are very well-balanced in that regard. Another advantage of pulse lasers is that since they don't drain the capacitor too quickly, you don't always have to worry so much about your pip assignments, so you can keep a little energy in reserve, so to speak. It can be very useful when you need to boost away.

That's true. You can also go 3.0.3 to get stronger shields.
 
I prefer dual pulses because its kind of lazy mode.

If i was more worried about being efficient, i'd probably go with a single beam and maybe single kinetic on the other, maybe a cannon. Hell, with the Vulture's manouverability, possibly a fragmentation cannon (they aren't too bad as long as you get up close and personal with them).
 
I prefer dual pulses because its kind of lazy mode.

If i was more worried about being efficient, i'd probably go with a single bean and maybe single kinetic on the other, maybe a cannon. Hell, with the Vulture's manouverability, possibly a fragmentation cannon (they aren't too bad as long as you get up close and personal with them).

This is what I use ( I alternate between the two builds). The single laser can fire for plenty of time to take down shields (and the hull of pretty much any ship up to and including an Asp), and the cannon or fragment cannon will do a lot of damage to hulls of larger ships.

Tha cannon can be tricky to target unless you get up close, and the frag cannon obviously has ammo limitations, but two salvos from it will destroy an Asp once the shields are down.
 
Last edited:
This is what I use ( I alternate between the two builds). The single laser can fire for plenty of time to take down shields (and the hull of pretty much any ship up to and including an Asp), and the cannon or fragment cannon will do a lot of damage to hulls of larger ships.

Tha cannon can be tricky to target unless you get up close, and the frag cannon obviously has ammo limitations, but two salvos from it will destroy an Asp once the shields are down.

I keep toying with the idea of frag cannons. Currently in my FAS I switch between 2 class 2 PA's or 2 gimballed cannons depending on my mood. Both I only fire at <1km range. I rarely target subsystems because I rarely get any luck when doing it. Only once have I managed to shut down an anni power supply before the hull is 0
So I guess my question is, are frag cannons better than cannons at that range?
 
Is it better to have Gimballed or Turrets? I have my Vulture setup with class 3 turreted pulse lasers. (They seem to get the job done pretty well)
 
Last edited:
I keep toying with the idea of frag cannons. Currently in my FAS I switch between 2 class 2 PA's or 2 gimballed cannons depending on my mood. Both I only fire at <1km range. I rarely target subsystems because I rarely get any luck when doing it. Only once have I managed to shut down an anni power supply before the hull is 0
So I guess my question is, are frag cannons better than cannons at that range?

I would say that against hull, then yes, fragment cannons are more effective than cannons. They fire three 'rounds' at a time, which from close up will hit and damage large areas of hull.

Going for power supplies now (since 1.4) is slightly less effective anyway, and especially with gimballed weapons (in my experience at least) the hull tends to go first anyway, not always, but the majority of the time.
 
IMO a combination of beam(s) to use all available power (WEP capacitor recharge) leaving as many free hardpoints as possible + something kinetic in all those free hardpoints is one of the best (most efficient) loadouts for any ship. Strip shields with lasers and then you can either move pips elswhere from weapons and finish hull with kinetics, of continue to shoot lasers too with 4 pips to weapons, depending on combat situation.
For vulture it means beam + cannon, or possibly "space shotgun" (frag cannon)....
 
Last edited:
Gimbles are usually good for beam cannons in general, but I only use them on ships that either aren't very maneuverable or ships that have poor hardpoint placement on the front.
 
Back
Top Bottom