CQC Beam Lasers = Guarenteed Win

A bit over double damage. Roughly cancels out the effect of having 4 to SYS.

Pilot skill is still the deciding factor, but knowing how to control the powerups is part of that skill.
 
Beams are OP on the basis that they can kill both the 63 and IF with 1 capacitor charge with 4 pips.

The whole module selection is a joke. There are 2 different shields that do the exact same thing but worded differently / very poorly. There are no times or stats for shields, just vague terms like 'faster' or ' start recharge sooner' like damn Frontier put some stats in there.

Heat beams are useless because you're better off firing beams to kill the target outright, heat damage is WAAAAY to slow for CQC.
 
Also: the Imp Fighter's beam laser is not the most powerful weapon that ship can carry - its shield and hull damage is less than the standard pulse/burst laser in raw DPS, the bonus heat damage it does to opponents is only situationally useful, and it has a slight tendency to set fire to your own subsystems if you hold down the trigger too long. On the plus side, it has 20% extra range over the standard laser weapons and its beam nature makes it easier to maintain aim.

Does anyone have solid numbers for this? It matches my own experience, roughly, but I'm curious what the DPS / DPE numbers actually look like for CQC weapons. As far as I know nobody has managed to measure it accurately yet.


Completely agree, I think they should simply drop the powerups. Make it all about pilot skill instead of the powerups

I'd be curious to try a game mode that was like this. I strongly suspect it wouldn't be as much fun, but I'm game to experiment and see.

There's a reason why powerups are a staple of the arena shooter genre.
 
I'm hoping that the 2.1 improvements to main game outfitting are also carried across into CQC, to remove that sort of guesswork.

Similarly I hope the "The visuals for weapons are all changing to automatically reflect their damage level" mentioned in Newsletter 121 will also mean the weapons powerup gets proper visual distinctiveness.

Beams are OP on the basis that they can kill both the 63 and IF with 1 capacitor charge with 4 pips.
So can pulse and burst lasers, though (and the rapid cannon has even higher DPE, and is still not very good).
 
I'm hoping that the 2.1 improvements to main game outfitting are also carried across into CQC, to remove that sort of guesswork.

Similarly I hope the "The visuals for weapons are all changing to automatically reflect their damage level" mentioned in Newsletter 121 will also mean the weapons powerup gets proper visual distinctiveness.

So can pulse and burst lasers, though (and the rapid cannon has even higher DPE, and is still not very good).

Rapid cannon has infinite DPE, since it costs no energy at all.

Unfortunately it's useless against the Imperial Fighter, even when the target isn't actively trying to evade shots. Against everything else it's fine (barring the very top tier of pilots that will make all your shots miss).
 
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