Are Power Play modules worth it?

Greetings,

I purchased lots of prismatic shields before leaving Asling Duval so I'm happy. My opinion they are the best Power Play module. What next...

I'm wondering if pledging to Zemina Torval for 4 weeks to acquire the class 1 mining lance is worth it. Given that we cannot engineer a standard mining laser one might think that it is. With thousands of posts I'd say that many consider that they are not. Less effective in mining (what I seek) and also combat versus dedicated lasers with more power draw to use the lance version. The advantage is a 2km range to see what is there without using prospector limpets. Then again a miner can start the process 2km out and open up with their class 2 standard mining laser 500m out.

The problem with Power Play weapons is that they add a little but then sometimes take away more in power/heat consequences to use them. An example. Pack-hound missiles are a lot of fun to watch and will scare the heck out of a new player. But to effectively damage a target they have to be stacked in a player's weapons slots and even then basic engineered weapons in these same slots would significantly increase the damage. Still we all love fireworks celebrating a holiday and the pack-hounds do this nicely. Enjoy the light show.

On the other hand plasma accelerators and rail guns add a little DPS versus more power/heat draw but their big deal is a lot more ammo. Use plasma slug if one cannot afford the expensive ammo. Starting out the metaphor is if one asks the price of a Ferrari then they probably cannot afford it. I "feel" that many use advanced engineering and effects at this level because they can afford it.

3C Pacifier frag cannons take shot speed from 667m/s to 1000m/s with a tighter pattern. Think a dedicated competition clay target shotgun with a full choke versus a standard weapon with a medium one.

Are Power Play weapons worth it? There are so many thousands of posts on the Internet saying yes and no. It is like going to the grocery to pick out a cereal and there are 97 of them to choose from. Good grief.

Maybe I should get the pack-hounds versus the mining lance. I love a good fireworks show.

Also since many Forum members migfht click on "what's new" and seeing maybe 95 percent of the posts have nothing to do with Elite Dangerous I thought to add one to the mix. Still it is interesting that those other games have a lot of similar problems we ED players went through. :)

Regards
 
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Some of them do have legitimate use cases. Prismatic, Hammers, Packhounds, (well Packhounds are just awesome to shoot off), and maybe the Advanced Plasma, most of the others are not much use to me though. Play how you like though.
 
As you've got all the Prismatics you need...

1. Packhounds: great for dealing with NPCs which normaly have point-defense installed. Almost negligible actual damage. For PvP you're better served with seeker missles.
2. Adv PAs: I use them on all combat ships with a size 3 hardpoint (50% less heat). Long range so shot speed matches multicanon then I don't need to change ship's angle to fire each of them.
3. Mining Lance: got 4 of them on my mining Anaconda. They do make mining LTD way faster. Prospector limpet the asteroid and start mining from a distance... get closer for limpets to collect whilst you're probing around for the next.
 
Prismatics for the win.
Hammers can be very usefull.
I used to use pack hounds but fire works tend to hide targets so I quit using those.
They are a sight to see though.
 
I do love Frags on my Vulture. I'd be keen to hear how they compare to Pacifiers from folk who use them. Is the range and spread improvements worth the fall in damage output?
 
They are variation. If you like testing out different kinds of "weapon builds" on different ships, you'll find out some things work better, some less, and sometimes the powerplay module is a suitable choice. It's not about how it looks on paper, it's about how it feels. Like I would never put pacifiers on a Vulture. But two pacifiers and two hammers on a FAS is funny. I don't think I would put hammers on a FDL though. APAs on a Chieftain are nice. Cytoscrambler-Type-7. Enforcers for Adder.
 
Hudson: Pacifiers: tight spread of death frags
Pranav Antal: Enforcer cannon: small multicannon with slower shot speed, better sound and more powerful (low ammo though)
Torval: Mining Lance: combo beam laser mining tool (you can't engineer it though as its a mining laser and not a beam)
LYR: Packhounds: useful external module shredders
Denton: APA: rapid fire plasma- classically paired with TLB, each shot is weak but fires quickly.
ALD: Imperial Hammers: burst rail weapon. Combined 3 shot burst has more damage than one rail if they all hit. Runs hot
Grom: Containment missile: built in FSD reboot effect.
Winters: Pulse Disruptor: small laser causes module malfunctions.
Archon Delaine: Cytoscrambler: dedicated shield killing laser with significant jitter, can be engineered for wacky (and powerful) effects
AD: Prismatic shield: shield that has a built in booster effect. Glows green when hit
Mahon: Retributor laser: small laser that dumps heat into a target. Not very useful sadly.
 
If your not using Maaaaaaahn cooking lasers, you're not really getting the most out of your ship.

They are red!

And don't cost ARX to be red!

And... Eh... Small! So you don't need a big space for them.

Eh... and they do some damage. Not as much as shouting at other ships, but a bit. They have got better. Originally they literally did nothing to NPCs and we we were told they were working as expected.

Oh and they use more power! So less chance of your ship spontaiously blowing up because you have too much power.

Did I mention they are red?

I was still doing Powerplay when they came out. The Imps got mega Shields. The dirty Feds got super frags. We got key ring pointers that could make cold tea luke warm. I know Alliance players who died of amazement.
 
There is no doubt that if players could trade equipmemt you would get a lucrative market quickly established selling prismatic shields etc at a premium for those that don't want to actually go thru the powerplay route themselves. Welcomed by some and hated by others I'm sure, especially if purchase had to be in Arx....
 
The main hammer benefit is for feedback (cell cancelling), a single medium gives three feedback strikes compared to 1, it's the only way you can cancel the larger shield cells when modified with rapid charge.

My usefulness order...

Prismatics
Pacifiers
Grom bombs
Imperial Hammers
APAs
Disruptor
Enforcers
Cytos
APAs
Mahon tea warmer
Torval boil lance
Craphounds (don't be that guy)
 
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Deleted member 182079

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Anyone use the mining lance?
My second PP unlock at the time, got rid of the lot pretty quickly again as they just wasted storage space.

In theory they're good for prospecting rocks up to 2km away, but I found the process pretty uncomfortable (get close enough to use them, then manually select fragments to see what they are, de-select, fire prospector, then wait longer to strip rock vs standard mining tools).

They're too weak (and can't be engineered) to use as a weapon, and are weaker compared to standard mining lasers - you can save on limpets but then who in their right mind is doing strip mining in a ship with insufficient cargo space.

I honestly wouldn't bother.
 
I have grinded them all. Prismatics are their own class, but when it comes to weapons, my opinions:
  • APA: I love plasma and love this weapon even more. Needs engineering to reach its full potential, I think.
  • Imperial Hammer: A solid utility weapon.
  • Pack-Hounds: Fun Itano Circus-style weapon and good for shredding external modules. Very good for piracy.
  • Pacifier: Tight spread and better shot speed. A frag cannon I can actually use.
  • Enforcer: Very good multi-cannon if you have a small hardpoint to fill and don't mind running out of ammo a little faster.
  • Cytoscrambler: Under-appreciated. Probably need some speed and manoeuvrability to really get most out of these.
  • Containment Missile or "Grom Bomb": I'm not much for PvP and against NPCs it's a bit tricky to use. It seems to create "can't initiate FSD" debuff, but only if the NPC hasn't already started charging. Still, it fits the place of normal dumbfires in my loadouts just fine.
  • Disruptor: Disappointing. The slow rate of fire really kills it, but perhaps I should give it another chance one of these days.
  • Mining Lance: These are pretty neat in my medium multi-miners, but realistically they are not very good if you want to laser-mine seriously.
  • Retributors: Haven't even tried them yet, but they seem really weak.
 
It really depends on how they're used.

I've very successfully used mining lances on my Type-9 miner for years.
I've had loads of fun with Pack Hounds, Imperial Hammers and APA's.
Prismatic shields protect those ships that need a bit more protection than standard shields can offer.

Are they worth it? They have been for me. YMMV.
 
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