Ships Viable energy build for CZ’s?

I love how the thermal resistance is almost 9,000 while it still has a fast recharge rate. I have something similar for a chieftain I fly but its quick and agile.
Ah chieftain, it is a lovely ship and the guardian shield reinforcement modules just open up nice pve shield tanking options for that ship also. Because of its speed it can also just disengage if the shields need a bit of recharging once in a while.
 
One doesn't use all 7 beams at once unless it's point blank and finishing the npc off. 5 beams on enemy I can fire for about 20 seconds or so with 4 pips.
The trick is the huge beams combined with the little turrets. That combo is good for all day. But l usually 10 sec x5 beams and turrets n huge beams as they attempt to escape.
Guess it's down to play style.
 
One doesn't use all 7 beams at once unless it's point blank and finishing the npc off. 5 beams on enemy I can fire for about 20 seconds or so with 4 pips.
The trick is the huge beams combined with the little turrets. That combo is good for all day. But l usually 10 sec x5 beams and turrets n huge beams as they attempt to escape.
Guess it's down to play style.
Sounds good.
 
First impressions with inertial impact. Got some class 3 fixed focussed burst lasers with inertial impact and put them on a Vulture. Against medium and large ships in close is ok, but against Vipers and Eagles I struggled as the shots were going all over the place. So the reverse of the normal energy build problem where killing small ships is easy enough, but against medium and large it takes time. I will give them a bit more time, but I am thinking will probably change the experimental to something else.
 
Against medium and large ships in close is ok, but against Vipers and Eagles I struggled as the shots were going all over the place.

I could tell you that, but it's better to find it on your own.
I use a pair of Cytos on a DBS, engineered with G4 SRB. That makes their range 600m with no damage fall-off.
At 500-600m i manage to put all the shots in an Anaconda.
Hitting mediums like FDL is not as easy, but it's still doable (i've done pirate hunting missions in the DBS) - tho it requires to keep even closer.
But enemy eagles and vultures were quite a pain - again still doable, but it does take longer... especially vultures.

And Cytos have Jitter of only 1.7°
By comparison, Inertial has 3.0° Jitter.
 
I could tell you that, but it's better to find it on your own.
I use a pair of Cytos on a DBS, engineered with G4 SRB. That makes their range 600m with no damage fall-off.
At 500-600m i manage to put all the shots in an Anaconda.
Hitting mediums like FDL is not as easy, but it's still doable (i've done pirate hunting missions in the DBS) - tho it requires to keep even closer.
But enemy eagles and vultures were quite a pain - again still doable, but it does take longer... especially vultures.

And Cytos have Jitter of only 1.7°
By comparison, Inertial has 3.0° Jitter.
I was aware that it was likely a sub optimal experience, but it is best to try things for yourself as there is an element of personal preference or flying style involved. Have tried things that others have said were great, but didn’t really get on with and tried things that others have said were not worth it and done well with them. In this case however I agree with the general consensus on inertial impact.
 
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I know you won't use it because it's not pure energy but the fixed beams and rails build I mentioned above is the most fun I've ever had.

I just kept adding more fuel tanks to negate fuel usage with slugs and I'm now flying with a friend in a wing so less reliance on my hull now. It's just raw joy and strikes a good balance between high dps and sustainability. Helps a lot to be in a wing obviously (solo, it was still really fun but much more risky).

I wondered if a mix of efficient vent and overcharged beams might work though. Might try it out.
 
I use a PvP build in high cz's also. One gets bored of beams.
So in comes my FDL.
Supercruises at just 13% temp.
4 nasty short range rails and a huge nasty multicannon.
Alot of heatsinks and this baby will destroy a python in a high cz in 8 volleys hehe. Only thing is I have to synth ammo.
Did think of plasma slugs but nah prefer as is.
Everyone has their take on a build. Tip my hat to alot of posts here showing some.
Mine has fast charging shields for anti PvP btw but seems to work in cz's too lol.

 
I use a PvP build in high cz's also. One gets bored of beams.
So in comes my FDL.
Supercruises at just 13% temp.
4 nasty short range rails and a huge nasty multicannon.
Alot of heatsinks and this baby will destroy a python in a high cz in 8 volleys hehe. Only thing is I have to synth ammo.
Did think of plasma slugs but nah prefer as is.
Everyone has their take on a build. Tip my hat to alot of posts here showing some.
Mine has fast charging shields for anti PvP btw but seems to work in cz's too lol.

You don’t have much of a jump range. Do you have a carrier to carry it round?
 
I know you won't use it because it's not pure energy but the fixed beams and rails build I mentioned above is the most fun I've ever had.

I just kept adding more fuel tanks to negate fuel usage with slugs and I'm now flying with a friend in a wing so less reliance on my hull now. It's just raw joy and strikes a good balance between high dps and sustainability. Helps a lot to be in a wing obviously (solo, it was still really fun but much more risky).

I wondered if a mix of efficient vent and overcharged beams might work though. Might try it out.
I couldn’t see the link to the build. Can you repost it? Thanks.
 
Yes all my combat ships except my corvette and cutter, have small fsds as their carrier based and don't need decent jump ranges
 
I couldn’t see the link to the build. Can you repost it? Thanks.

That's the rails build. I added more fuel tanks in place of the module protection but I've yet to try out a proper long session yet.

It'll definitely last longer than non slugs.

I might try this instead another time though:


No hard damage though. I'm just interested to see how overcharged work with efficient vents.
 

That's the rails build. I added more fuel tanks in place of the module protection but I've yet to try out a proper long session yet.

It'll definitely last longer than non slugs.

I might try this instead another time though:


No hard damage though. I'm just interested to see how overcharged work with efficient vents.
Thanks for posting those up.
 
Thanks for posting those up.
You're welcome.

The rails build is seriously fun. Because the beams counteract the heat of the rails you can almost chain rail shots indefinitely every second, with a very brief pause after about 5 shots to let the distro recharge, which it does really fast anyway. Less than 2 seconds and you're off again.

It's my favourite build so far. I only need to practice hitting Taipan fighters...
 
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That's the rails build. I added more fuel tanks in place of the module protection but I've yet to try out a proper long session yet.

It'll definitely last longer than non slugs.

I might try this instead another time though:


No hard damage though. I'm just interested to see how overcharged work with efficient vents.

I did something similar with all fixed efficient regeneration sequence beams. The wingman’s friend. Throwing in a small high cap corrosive multi makes it versatile against hulls.
 
Just checking back. I thought I'd try a full beam build. It's something like this:


Efficient beams on one fire group and over charged on another.

I didn't try it in a CZ, just a cnb. It's fine, works well as a module sniper on larger ships (got an anaconda down to 0 pp with more than 60% hull left) and murders small ships ultra fast (chaff notwithstanding).

I didn't test it versus medium hull tanks though. I'm not going to use it much but might use it with a wing mate just because it's mindless.

So, viable. Definitely viable. Probably not optimal for CZs though.
 
Just checking back. I thought I'd try a full beam build. It's something like this:


Efficient beams on one fire group and over charged on another.

I didn't try it in a CZ, just a cnb. It's fine, works well as a module sniper on larger ships (got an anaconda down to 0 pp with more than 60% hull left) and murders small ships ultra fast (chaff notwithstanding).

I didn't test it versus medium hull tanks though. I'm not going to use it much but might use it with a wing mate just because it's mindless.

So, viable. Definitely viable. Probably not optimal for CZs though.
Interesting idea. I assume your distributor recharges a bit while using the efficient beams, then when it has filled you switch back to OC. Never thought of having lasers on 2 different triggers. Thanks for posting this.
 
Interesting idea. I assume your distributor recharges a bit while using the efficient beams, then when it has filled you switch back to OC. Never thought of having lasers on 2 different triggers. Thanks for posting this.
Yeh that does happen but not fast enough if you really want to recharge for a full blast. But with 4 pips it'll recharge in about 2s of no firing.

It does mean you can fire the efficient indefinitely though. But for full blast you get only 3s before it runs out. Fun, because it shreds shields and small ships really fast (can do most Eagles in two blasts, so 6-8s ttk). But much more restraint required compared to my rails build, which can almost keep firing with very short breaks.

It's a nice and simple build though. I'd use it more if I didn't like aim type builds.
 
So I tried a full beam FDL build. It is ok against pirates, but still struggles with the heavily armoured hulls in CZ’s. I went all efficient on the beams. Swapped the huge laser for a MC with corrosive and works much better in CZ’s and I can do 3 back to back without reloading. When I have time to get all the engineering materials might try the all beam Chieftain build.
 
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