Newcomer / Intro All laser build for combat?

G'day all,, I'm just starting to dip my toes into combat. I have a modded DBX, Python, Conda. I've been "practicing" with my DBX with 1 med burst and 2 small O/C multi's. I'm getting really tired of running out of M/C ammo, soooo. I've just googled how to target subsystems/powerplant. :eek:
What full laser setups (gimballed atmo) would suit for taking down the shields AND PP/hull. Power supply and distributor and cash are not an issue and I'll be incorporating these ideas into my Python and Conda. Any advice other than "git gud" would be greatly appreciated. Fire away :D
 
If you have access to the engineers, I think it's difficult to beat all efficient pulse lasers. That's for something like RES farming, undermining or CZs, which is what I guess you mean because you don't run out of ammo when dealing with single NPCs using other weapons.
 
If you're going all lasers, beams and bursts tend to do more damage against hulls. All 3 laser types can take down shields, beams being the best but have their drawbacks such as heat and distributor draw. If engineering, as d8veh said, go Efficient in most cases, and pulse lasers draw less from distributor.
 
I do have access to G3 efficient bursts so far. So that'll be todays project. Thanks guys. Also i did run out of MC ammo on one NPC last night, but he MAY have been bigger than i thought :rolleyes:
 
When you have all efficient pulse lasers, you can fire them all at once more or less continuously, which does massive damage. Running out of capacitor when you use beams or bursts is worse than running out of ammo.
 
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When you have all efficient pulse lasers, you can fire them all at once more or less continuously, which does massive damage. Running out of capacitor when you use beams or bursts is worse than running out of ammo.

Glad i read this BEFORE i got started. Looks as though i can get G4 pulse upgrades (if the gods shine upon me ;) ) So Pulse it shall be.
Thanks guys [up]
 
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When you have all efficient pulse lasers, you can fire them all at once more or less continuously, which does massive damage. Running out of capacitor when you use beams or bursts is worse than running out of ammo.


The issue for me is finding either Proto Heat Radiators or actually Unexpected Emission Data (says it isn't rare but I have issues with it - just like basic conductors - I can't ever seem to find them either).
 
Houston, we have a problem :D (always wanted to say that in a space sim). Seems i didn't have The Dwellers 5 black markets unlocked. So i grabbed 6 Narcotics (kids don't do drugs, just don't) and headed out to 6 different black markets. All sold, BUT it seems i still have 1 black market to visit. Now i knew the first black market visit can be a bit buggy, but even still? Seems more than 1 Black Market is buggy here. Oh well, better go buy some slaves(kids don't slaves either :D ) and. Get this done [up]

EDIT: Just needed to log out in again. Woohoo
 
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When you have all efficient pulse lasers, you can fire them all at once more or less continuously, which does massive damage. Running out of capacitor when you use beams or bursts is worse than running out of ammo.
Thanks for the tip!
 
Efficient suffers from damage drop off after 600m. Long-range doesn't suffer from damage drop off at all. I think focussed stretches the damage drop-off to fit the new range of the weapon. If you can power it, a long-range mod is therefore objectively better than efficient, as is focussed.

You'll also have issues with heat and distributor draw.

I'd try an all pulse laser long-range mod first, and make sure I have a least a grade 1 overcharged power plant with extra power as a nice secondary effect. A grade 2 OCPP will do you fine with no lucky secondaries, but for that, you'll need the modular terminals and to be allied with Sirius Inc. (Marco Qwent) or have unlocked Hera Tani. Tani is easier to unlock, but you'll need Marco Qwent later for the invitation to Palin for those sweet, sweet dirty drive level 5 mods.

Here's a quick build I knocked up using engineers you need unlocked if you want to make a ship like you described. If you take the time and expense to unlock Lei Cheung (invitation from The Dweller at level 3), you'll have access to stronger shields and shield boosters, but that will probably also require extra power.

Of course, one of the reasons you run out of MC rounds so quickly is that you're using the wrong size - the DBX has one large and two medium mounts, so you're underpowering your ship with a medium laser and small MCs - multicannons and lasers take a nerf against hull on ships that are larger than the size of the mount. It's about 33% per class, so class 1 (small) MCs take ~33% damage reduction against medium ships and ~66% against large ships. A class 2 (medium) MC takes no damage reduction against medium ships and a 33% reduction against large ships, all the while enjoying a higher damage output due to the larger mount.

You can also synthesise MC ammo.

*edit*

With the above observation in mind regarding weapon size, this will be a much more effective build than your current. The DPS on both proposed builds is roughly the same, but the corrosive shell (don't roll until you get it, build up some rep with McQuinn and buy it) special effect on one of the multicannons gives an armour nerf to the ship whose hull you hit with it - it's about 20% less resistance, iirc. This makes up for the damage nerf your MCs take against large ship hulls. If you have more than one multicannon on your ships, the smallest size mount should always have this effect - it doesn't stack, so one of the small hardpoints on an Anaconda, for instance, is the perfect place for a small long-range multicannon with corrosive shell. Every other weapon will benefit from the weakening effect.
 
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Ok, the problem (or the advantage) of the DBX is that, for the given thuster size, it's heavy as h... sorry, a hot, unpleasant place. So no matter your layout and Engineering, it'll be slow. Which, on the other hand, means that you can load on the heaviest modules and Engineer options without loosing too much.
On the other hand, the oversized FSD slot means that you can plug in a D-ranked FSD and still get a good jumprange for a fighter.
Also, you won't get very good shields - but if you want to have endurance in PvE, you'll need something there.

So, if I wanted to fly a lasered DBX into PvE (which, honestly, I don't), that's something I'd take as a starting point: https://eddp.co/u/tj2kvbfL

Mass doesn't matter much, so slap on that Military Bulkhead with the beefiest heavy duty engineering you can afford.
The PP needs a small overcharge, or you could priorize down your FSD, but that makes it hard to run when the biowaste hits the Coriolis station
Thrusters - best you can get, i.e. A-rated with grade 5 DD engineering
FSD: an engineered 5D FSD will give you >20 ly jump range, ample for a fighter
Life support A-rated and shielded, the canopy is a weak point
PD: now it gets tricky - this build doesn't put a big weight on thrusters or shields, so instead of the more commonly used charge enhanced engineering, a weapons focussed might also be viable. The latter will avoid the capacity penalty of the charge enhancement. Try what works for you.
Sensors: D rated is good enough, but I prefer lightweight C-rated for a slightly better performance at less weight. B and A rated use too much power for my taste
Fuel tank: doesn't really matter, but if you feel the need to lose some weight, cut it down to a size 3

Shields: you won't have strong shields, no matter what you do, so you might as well settle for low mass, fast recharging bi-weaves.

Guns: here I opted for focussed burst lasers. You won't get the range improvement as from the long range mod, but you will gain an increase in piercing = hull damage. Add special effects to taste - one scramble spectrum is always nice, inertial impact (unique to bursts) is good against hull, although not knowing where they will hit can be a bit distracting (that 3° jitter... pro tip: don't shoot at your target if a larger friendly is behind it...)

Gimballed on a small fighter - learn to do without them, especially for hitscan weapons like the lasers.

Utility: I like to have one (or, in this case, two) point defense turrets on there. Missiles can be nasty otherwise, especially if you can't outrun them. For the rest - the DBX doesn't need heatsinks (unless you want to equip shield cells, which in turn will reduce your endurance once you run out), and gimbals can usually be tanked or evaded, so no chaff (also, endurance...), but a couple of small resistance augmented shield boosters instead.
 
More great tips here guys, Thankyou. I went for all efficient pulse's on the DBX and will go wabbit hunting today with it. I also overhauled my jumperconda with pulse, burst and 2sm MC and will give it a workout today. I have Overcharged PP on all ships plus modded thrusters, Fsd, PD and shields. Should be a LOT of bloodshed today, hopefully not all mine :D. Think i might as well just set up base at Shinrarta dez seem as how i own half the stock anyway. Just leave my multi purpose Python in Ceos for the quick Fed rank and cargo cash in. It'll save me a ton of travel time and have ALL the stored bits n bobs under 1 roof. Closer to engineering too. Going to be an eventful day [up][up]
 
I suggest spamming G1 long range for lasers.
The damage falloff on efficient is a deal breaker for me.
LR does full damage out to 3km and beyond, as opposed to the meager 600m of efficient.

The corrosive mc mod costs ammo count so hi-cap is a natural pairing.
 
I suggest spamming G1 long range for lasers.
The damage falloff on efficient is a deal breaker for me.
LR does full damage out to 3km and beyond, as opposed to the meager 600m of efficient.

The corrosive mc mod costs ammo count so hi-cap is a natural pairing.

Good points thanks Bob, i certainly don't think the corrosive MC's helped my ammo at all. Once i gather some more mat's I'll throw a few LR pulse's on and give 'em a blast too, as i still have tons of power and distributor left. [up]
 
I fly a Python with three 3C beam lasers on group 1. It eats shields like fat people in a donut store. One-shot kills against Eagles and Sideys are pretty common.

Yes, a lasers only loadout is a reasonable option. Although beams are not very efficient, they do damage and do it fast.

I like to equip seeker missile racks on group 2, though. Just because it's fun to watch things explode.
 
I fly a Python with three 3C beam lasers on group 1. It eats shields like fat people in a donut store. One-shot kills against Eagles and Sideys are pretty common.

Yes, a lasers only loadout is a reasonable option. Although beams are not very efficient, they do damage and do it fast.

I like to equip seeker missile racks on group 2, though. Just because it's fun to watch things explode.

Hmm a set of missile racks would look awesome on my (hind) i mean DBX :cool:
 
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