COMPLETED CG Deliver Food to Support the Marlinists (Trade)

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Which mod? I don't see it on Focused (on Inara)

Inara is missing stuff from blueprints
(And when i meant range for PD i was refering as stat, not blueprint - a rather unfortunate choice of words.)
but range for PD does not indicates any fall off.

Also focused give +!20% bonus to piercing - another stat that does not seem to exist on PDT (or if it does, it is well hidden)

this is accurate, top non enginered, bottom is G5 focused

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Really interesting to see how they will do in a CZ with that 5km range and that shot speed (will it manage to attract unwanted agro or hit friendlies?)
And also if they are more effective against torpedoes than normal PDT (a test for piercing if it exists on PDT and if it's necessary to kill torps faster)
 
Realistically the biggest benefit of this module will be on Guardian ruins farming vessels, far greater coverage against the drones. Maybe on traders/miners seeking to intercept hatchbreaker limpets.
 
Realistically the biggest benefit of this module will be on Guardian ruins farming vessels, far greater coverage against the drones. Maybe on traders/miners seeking to intercept hatchbreaker limpets.
So basically ... it's useful when you need a Point Defence? Good to know ;)
 
Well, I wouldn't use it on a hull tank for combat. With that integrity one missile getting through is bye bye PD.

This can be mitigated by fitting 2 such pdt to cover eachother. Or fitting an AFMU (which is rather mandatory on a hull tank). Or not fitting them on hull tanks in the first place.

Although - looking at the picture with the stats i dont see the 1.5° Jittter... did the special PDT lost that "attribute" - because that would have been the thing that would make the extra range absolutely useless.
 
It actually kinda puzzles me why the focused blueprint doesn't have 0.5° reduced jitter per grade. Of course once it reaches 0° there would be no further benefit.
 
Maybe because the jitter is a feature of PDT and not the effect of the blueprint
IIRC except for Cytos no other weapon has inherent Jitter.
There are some blueprints or experimentals that increase the jitter (rapid fire or inertial impact), but not a single one that would decrease the Jitter :)
 
Maybe because the jitter is a feature of PDT and not the effect of the blueprint
IIRC except for Cytos no other weapon has inherent Jitter.
There are some blueprints or experimentals that increase the jitter (rapid fire or inertial impact), but not a single one that would decrease the Jitter :)
Frags have inherent jitter :)
 
Maybe because the jitter is a feature of PDT and not the effect of the blueprint
IIRC except for Cytos no other weapon has inherent Jitter.
There are some blueprints or experimentals that increase the jitter (rapid fire or inertial impact), but not a single one that would decrease the Jitter :)

Let´s face it, if PDT´s had no jitter and would hit all missiles and hatch breakers etc. about 100% of the time at longer distance also, it would make a pretty OP thing to have and pretty bad gameplay issues for some.
 
I participated in both the delivery of goods and protecting the goods and i was given 2 of the engineered point defense units. Is this the usual procedure?
 
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