After testing many combinations of weapons for my Anaconda, I used a 4 Beam turret / 4 Gimbaled multi cannon mix for a long time.
With 3 pips in weapons the turrets could fire for ever and with 4 there was enough power for multi cannons too.
But then I tried a full G5 Focused Pulse Laser build and fell in love. Three of them have a scramble spectrum special effect.
The kill speed was even higher because (as you can see in the video) you can strip down the shields while the other ship still throwing cotton pads at you.
I can now use 2 pips for the turrets and even charge my capacitor a bit, that leaves 4 pips for shields while not using the gimbals.
The higher range is good to get fleeing ships too.
They run much cooler than the beams.
The high armor piercing granting a lot of hull damage, especially against higher NPCs with armor upgrades.
They cost much less, which lowers the rebuy cost a bit too.
Never run out of ammo.
I use focused above long range because the stretched falloff is good enough to handle longer distances. The higher armor damage is more important than pure range. And at more than 3km the jitter takes most of the damage.
Since many combat situations in larger ships take place at around 1-2km the damage felt higher than efficient beams and MCs, because the falloff of the beams and projectile speed of the MCs lower their damage output at these distances below the focused pulses.
The 3 scramble spectrum scoring quite often. I know they don't stack, but it raises the chance of the effect an as you can see in the video, after the shields are down, his thrusters went offline for a few seconds.
[video=youtube;ToOSv5W6qcE]https://www.youtube.com/watch?v=ToOSv5W6qcE[/video]
With 3 pips in weapons the turrets could fire for ever and with 4 there was enough power for multi cannons too.
But then I tried a full G5 Focused Pulse Laser build and fell in love. Three of them have a scramble spectrum special effect.
The kill speed was even higher because (as you can see in the video) you can strip down the shields while the other ship still throwing cotton pads at you.
I can now use 2 pips for the turrets and even charge my capacitor a bit, that leaves 4 pips for shields while not using the gimbals.
The higher range is good to get fleeing ships too.
They run much cooler than the beams.
The high armor piercing granting a lot of hull damage, especially against higher NPCs with armor upgrades.
They cost much less, which lowers the rebuy cost a bit too.
Never run out of ammo.
I use focused above long range because the stretched falloff is good enough to handle longer distances. The higher armor damage is more important than pure range. And at more than 3km the jitter takes most of the damage.
Since many combat situations in larger ships take place at around 1-2km the damage felt higher than efficient beams and MCs, because the falloff of the beams and projectile speed of the MCs lower their damage output at these distances below the focused pulses.
The 3 scramble spectrum scoring quite often. I know they don't stack, but it raises the chance of the effect an as you can see in the video, after the shields are down, his thrusters went offline for a few seconds.
[video=youtube;ToOSv5W6qcE]https://www.youtube.com/watch?v=ToOSv5W6qcE[/video]