I'm just curious what some of your weapon mod combos are, if you'd like to share something that surprised you, or you think is really cool. 
I've gotten pretty far along modding my python, I'm really happy with the way most turned out, and I have a few level 3 and 4 mods that are going to be hard for a level 5 to beat , because they turned out so good. I've only had to re roll, or try again on a couple.
I'm modding my python first, getting each engineer to level 5, or as high as needed for the mod I want, and then will mod other ships as I feel like it.
I'm going the "fast recharge" distributor route, that sacrifices weapon, system, engine capacity for a greater recharge. I have 2 large gimballed 3e pulse lasers and 2 medium pulse 2f gimballed pulse lasers on my top hard points. I went with overcharged lasers on my large, and efficient lasers on my mediums. They make for a nice combo. I have them modded to level 3 so far. They do draw down the distributor, but nothing unreasonable at all, and the fast recharge makes up for it. My distributor is modded to level 3, but I got an excellent roll on it, my weapons, system and engine all recharge at a 11.7% faster rate.
I use a 3c gimballed multi cannon under the bow, I have it modded to level 3 efficient weapon, and I got an excellent roll on that as well. I rolled -20.9% power draw, -18% distributor draw and -46.4% thermal load(that was a special bonus added). The great thing is, when I have to let my lasers "cool down" to refill my weapons, I can fire my multi cannon constant, and my weapons capacity still refills/regens at a great rate. I was really surprised that it was refilling like it did without letting up on the MC. So basically what I do is, if my lasers draw down my weapons capacity, I switch to multi cannon, and fire away with it while it refills.
So so that's what I stumbled on so far. Like I said, if you get a great turnout for a level 3 or 4 mod, it's going to be hard to beat unless you get an excellent level 5. I'm not one to keep "re rolling" a bunch either, so it's good to know you can get great results mid level.
I never have hit any "special effects" on my weapons in that mini game you do. If anyone else has some neat weapon mods they've stumbled on, I'd like to hear them.
I've gotten pretty far along modding my python, I'm really happy with the way most turned out, and I have a few level 3 and 4 mods that are going to be hard for a level 5 to beat , because they turned out so good. I've only had to re roll, or try again on a couple.
I'm modding my python first, getting each engineer to level 5, or as high as needed for the mod I want, and then will mod other ships as I feel like it.
I'm going the "fast recharge" distributor route, that sacrifices weapon, system, engine capacity for a greater recharge. I have 2 large gimballed 3e pulse lasers and 2 medium pulse 2f gimballed pulse lasers on my top hard points. I went with overcharged lasers on my large, and efficient lasers on my mediums. They make for a nice combo. I have them modded to level 3 so far. They do draw down the distributor, but nothing unreasonable at all, and the fast recharge makes up for it. My distributor is modded to level 3, but I got an excellent roll on it, my weapons, system and engine all recharge at a 11.7% faster rate.
I use a 3c gimballed multi cannon under the bow, I have it modded to level 3 efficient weapon, and I got an excellent roll on that as well. I rolled -20.9% power draw, -18% distributor draw and -46.4% thermal load(that was a special bonus added). The great thing is, when I have to let my lasers "cool down" to refill my weapons, I can fire my multi cannon constant, and my weapons capacity still refills/regens at a great rate. I was really surprised that it was refilling like it did without letting up on the MC. So basically what I do is, if my lasers draw down my weapons capacity, I switch to multi cannon, and fire away with it while it refills.
So so that's what I stumbled on so far. Like I said, if you get a great turnout for a level 3 or 4 mod, it's going to be hard to beat unless you get an excellent level 5. I'm not one to keep "re rolling" a bunch either, so it's good to know you can get great results mid level.
I never have hit any "special effects" on my weapons in that mini game you do. If anyone else has some neat weapon mods they've stumbled on, I'd like to hear them.
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