Engineers Advice on experimental effect for beam lasers

Hi guys. I need some advice on the experimental effects on my beam laser.
Back the old days, all experimental effects have drawbacks attached. But what about today, do we still have those drawbacks.
Thanks for any advice.
 
If you fly in wings often, one regeneration sequence beam (-10% damage) and one concordant sequence (thermal load +50%) will keep your wingmates very happy.

Otherwise I like thermal vent (transfers heat to target, no drawbacks if you hit, if you miss increased heat production).
 
If you fly in wings often, one regeneration sequence beam (-10% damage) and one concordant sequence (thermal load +50%) will keep your wingmates very happy.

Otherwise I like thermal vent (transfers heat to target, no drawbacks if you hit, if you miss increased heat production).


From the 3.0 patch notes:
Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
 
Thanks for the advice, guys. What about that oversize one? Is it worth anything?

Oversized is the EE you default to when nothing else takes your fancy. 3% damage is 3% damage. People recommend Thermal Vent because inverting the heat generated by a beam is 9/10 infinitely more useful/powerful than adding 3% damage. If you don't want T Vent, go oversized; people are just recommending what they've found to be the most useful experimental.
 
Thermal vent on at least one of your beams. This can also let you fire other weapons with high heat-generation with much less risk of overheating your ship.
 
Oversized is the EE you default to when nothing else takes your fancy. 3% damage is 3% damage. People recommend Thermal Vent because inverting the heat generated by a beam is 9/10 infinitely more useful/powerful than adding 3% damage. If you don't want T Vent, go oversized; people are just recommending what they've found to be the most useful experimental.

Well put. In PvE I use beams a lot so as not to pay for ammo other than PA ammo. Keeping heat low constantly allows continuous fire as long as the distributor has juice. I'd argue this is a lot better Damage per MINUTE than the 3% DPS from oversized since you can keep steady fire on target longer without a heat penalty. It also makes using a Shield Cell without popping a heatskink possible at times depending on the rest of your build and how low you get that temp to. Ice forming on the canopy is my signal "yea, I can use a SCB now" :D
 
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Thanks guys so much for the helps. This is awesome. I am going to get myself a thermal vent right now.

I am also trying to get my railguns upgraded. But right now I am struggling to decide weither use the super penetrator or the cell bank attacker. Can anyone give me some advice please? Thanks again. That AP value effect your damage on shield too?
 
Thanks guys so much for the helps. This is awesome. I am going to get myself a thermal vent right now.

I am also trying to get my railguns upgraded. But right now I am struggling to decide weither use the super penetrator or the cell bank attacker. Can anyone give me some advice please? Thanks again. That AP value effect your damage on shield too?

PvE? Use feedback cascade to get rid of those pesky Pythons spamming SCBs. No need for super pen as you can't kill the NPC powerplant anyways.
 
PvE? Use feedback cascade to get rid of those pesky Pythons spamming SCBs. No need for super pen as you can't kill the NPC powerplant anyways.

You can, however, make NPC ships blow up by continuing to fire at their power plants that have reached 0%. :)
 
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