Engineering a T-10

Setting it up for some multicrew shenanigans in PVE only. Going 9 beam lasers because disco. I'll be engineering every bit of it but I'm torn on what to actually put on the beam lasers, I see some suggesting long range, others efficient, others overcharged. These are turrets as well, just to be clear. Anyone got solid reasons for what and why? Experimental effect as well.
 
Setting it up for some multicrew shenanigans in PVE only. Going 9 beam lasers because disco. I'll be engineering every bit of it but I'm torn on what to actually put on the beam lasers, I see some suggesting long range, others efficient, others overcharged. These are turrets as well, just to be clear. Anyone got solid reasons for what and why? Experimental effect as well.


9 beam lasers will not work well due to the PD load.
 
All beams are going to drain the PD in a few seconds, especially c3 beams. But if you are intent on Beams then go Efficient and thermal vent to deal with heat. Or try mixing it up.
 
Alright. Seems a fair point, I wasn't sure if engineering the PD up for maximum recharge/pippower might offset things enough to warrant it considering they won't all be on target all the time. If that's not really feasible, what would you guys suggest? I'm super against giving the turrets anything with a hard ammo count due to inaccuracy of fire. Maybe drop some pulse lasers in? And then what kind of engi tweaks?
 
Medium rapid pulse lasers with scramble spectrum, large focused pulse lasers with phasing sequence and small efficient beams with thermal vent. Should make enough of a lightshow while still being somewhat effective. PewPewPewPewPew!
 
On top you have two large and two medium, on bottom you have 2 large and 1 medium, then the smalls straddle the cockpit.

If you want some turrets I'd pick top or bottom and turret those, then always turn in that direction to keep ships in field of fire longer. You could run the top or bottom group of hardpoint with efficient beams, maybe even long-range on the mediums and have the distro for it.
 
Alright. Seems a fair point, I wasn't sure if engineering the PD up for maximum recharge/pippower might offset things enough to warrant it considering they won't all be on target all the time.

Negative.


If that's not really feasible, what would you guys suggest? I'm super against giving the turrets anything with a hard ammo count due to inaccuracy of fire. Maybe drop some pulse lasers in? And then what kind of engi tweaks?

I strongly suggest some kinetics, but they all have ammo caps.

I'd also suggest something with drag; eg missiles or frags,
Same thing about ammo...

Lasers have really low DPS, especially turrets.
As a large, slow target that means you'll be soaking up damage while you're tickling your foes.
 
Seems reasonable, while we're here, any tips for Hull reinforcement packages, shield boosters and the generator itself? Again for pve.
 
Something like this as a base, but you can use military hull armor to save some Cr.
It sort of depends how power hungry the rest of the build is, and how much armor and/or "stuff" you want to carry.
You'll want to put the thermal MRP in the smallest avail slot.
This came from another build so I only used the military slots.
https://s.orbis.zone/2v0_

You can get away with a c7 shield gen too, if you want more cargo space.
 
Something like this as a base, but you can use military hull armor to save some Cr.
It sort of depends how power hungry the rest of the build is, and how much armor and/or "stuff" you want to carry.
You'll want to put the thermal MRP in the smallest avail slot.
This came from another build so I only used the military slots.
https://s.orbis.zone/2v0_

You can get away with a c7 shield gen too, if you want more cargo space.
Err, sorry, I wasn't super clear on my wording. I'm not running any cargo space, anything that isn't a shield gen, a SCB, or some other combat critical thing is going to be a hull reinforcement. I mean what sort of engineering would you apply, is general resistance better? Thermal resistance for shields and general for hull reinforcements?
 
Err, sorry, I wasn't super clear on my wording. I'm not running any cargo space, anything that isn't a shield gen, a SCB, or some other combat critical thing is going to be a hull reinforcement. I mean what sort of engineering would you apply, is general resistance better? Thermal resistance for shields and general for hull reinforcements?


Use HD/deep plating on every HRP and the hull armor, except the smallest available HRP which should get thermal/deep plating.
You'll want at least one large MRP, and maybe a smaller one to bolster the resistance.


That said, for PVE, you're probably robbing yourself of some good mats your enemies will drop, without cargo space and a limpet controller.

For PVE that should be no problem to devote a couple of slots for "stuff".
 
Use HD/deep plating on every HRP and the hull armor, except the smallest available HRP which should get thermal/deep plating.
You'll want at least one large MRP, and maybe a smaller one to bolster the resistance.


That said, for PVE, you're probably robbing yourself of some good mats your enemies will drop, without cargo space and a limpet controller.

For PVE that should be no problem to devote a couple of slots for "stuff".
Decent enough point, I usually pause and hoover up any class four or five drops, manually since they trade down pretty well. Any opinion on the shields and boosters?
 
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