Ship Builds & Load Outs All laser builds. How to get them working nicely.

Hi all you crazy peoples!

I'm thinking of trying out an all laser build on my Cobra IV and/or APS-E but normally when I have all laser builds they drain the WEP cap way to quickly even when I have fully A rated gear.

Is engineers the only way to go to get these things humming along or are there some fitting tricks I can apply?
 
Crazy number 1 reporting! ;)

The issue with the C4 and the Asp E is the undersized (for their size and weapon array) PD so to get decent TTD times engineering is essential, the build below has a mix of gimbaled and turret pulse lasers (all efficient mods) and with a decent charge enhanced PD has decent DPS and good TTD.


https://coriolis.edcd.io/outfit/asp...Hl4Fbc3gnLyF5iWJHMjH/Ab596I1PAgAA&bn=Asp Ex W

Same process with the C4 (using grade 5 best efficient settings in Coriolis, in game results may vary ;)), in theory the lasers should fire continuously but with pip management and thermal constraints the in combat TTD would be somewhat less.


https://coriolis.edcd.io/outfit/cob...ymnl8gUzJrgOiQgmGd3UdN+kn01ChdQB/cQVJ/lABAAA=
 
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You gun' need to engineer that.

Efficient lazors.
Charge enhanced distributor.
Fixed weapons if you can.
 
+1 for Efficient, those things rock.

case in point, i was bringing a Python back from Palin's after a DD5 upgrade (which adds heat) and grabbing missions from Darnielle's. three times on the way back home i got interdicted while scooping, and three times i beat my attacker (master Cobra IVs) without either overheating or draining the cap dry. AND this Python has beams on the C2 points instead of all-pulse. what a great mod.

<3 Efficient
 
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Yeah thought so....ah well I'd better start unlocking them then...

Uniquely to weapon mods, efficient has ZERO drawbacks, and so applying even a low-grade version is advantageous.

Most mods are unusable below G5. For instance, G1 overcharged is just suicide with the jitter. Utterly, utterly poor implementation IMO.
 
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