Anyone using three class 3 Beam Lasers on the Python ?

Yes. I have three gimballed C3 beams. Fire until power out, then hit with cannons until re load, then back to the beams. Works well on Condies, Clips and Dripships. The beams melt smaller craft.
 
Yes. I have three gimballed C3 beams. Fire until power out, then hit with cannons until re load, then back to the beams. Works well on Condies, Clips and Dripships. The beams melt smaller craft.

Yeah, I do the same thing with my clipper - I run the C3 Gimballed Beams, then 2 C2 Gimballed Cannons on the belly - I love the damage output of it - I know many who run the Multicannons on the C2 spots, but the cannons just wreck their hull - and the beams can do some pretty good subsys damage up close as well

All I know is I cant wait till the new weapons with PP - some more diversity will really help the combat in this game. Imagine, low intensity beams - "Reduced heat generation by 25% - Reduced active power draw: 25% - Reduced damage: 10%"
 
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I found the 3x C3G beams were just too hot, and I didn't get enough damage out of a full WEP capacitor load, even using the A7 Power Distributor.
*SNIP*
Fixed isn't attractive... increase in damage potential is seriously outweighed by loss of on-target time. (~10+% extra damage but can you keep it on target for 90% of the time a gimballed laser wil be firing? Hell no.)

10% no, the fixed is 25% more damage.

You get the more potential damage out of a weapons capacitor with the fixed but you do require more subtle tactics than "make sure the target is somewhere in front of you" to get the full potential out of them. You can hit a Sidey with 2 of your 3 beams at less than 500m thats more firepower than a sidey can handle, for anything bigger than a Viper you'll be hitting with all 3 if you exercise a little firing discipline and train a little to get used to fixed weapons.

As to heat, pop a HS if you have the need to kill a target fast, otherwise work with the rythm of the guns and heat is managable even on a C powerplant, the B plant is only 16m and provides very good cooling with a little discipline.

As to on target time, the Python spends a lot of time off target anyways (if the opponent is half--way decent), your gimballed cannon can help here while your guns will recharge at such moments for more maximum beamage. You can melt through a Python or FDLs ahields in 1 pass with the HSs against NPCs or tardy humans you can down shields in anything smaller before a pilot can pop shield cells, you'll never get that direpower out of gimballed beams.

To each his own I guess, my setup for max firepower has drawbacks such as a well piloted Viper is a PITA (but he can't boom'n'zoom you as your fixed beams can really reach out and touch at 2Km, gimbals struggle around 850m-1km), an Eagle a real nuisance unless you're in reverse, but againsts Cobras and bigger the 3 fixed beams are rampage machines.
 
I wish I could find a beam laser. My local High-Tech doesn't stock it. One fixed BL under the nose, 2 missile racks and 2 gimballed pulse will be awesome!

Currently using 2 missile racks, 2 gimballed pulse lasers and one gimballed cannon under the nose.

Surprised as fixed large beams are all over hi-pop-hi-tech places. Gimballed on the other hand... no.
_
Missiles you say... dumbfire or seekers? I loved dumbfires on a Viper!
 
I do 2xC3 Gimballed Pulse, 2xC2 Gimballed MC & 1xC3 Plasma.

3 Pulses are better really (beams are useless for PvE), but I want to mix it up a bit with the plasma.
 
I appreciate what you say, but I have 3 Pulse Lasers on my Anaconda and the sound drives me nuts. I was hoping upgrading the Power Plant would give me 12 secs with three lasers but I suppose that comes from the Power Distributer which is already maxed out.

Try a dual beam setup for sustained fire. I use two class 3's in my top large hardpoints. You can pick fixed, gimballed or turreted based on your desired play style. With a maxed out power distributor you can fire any pair of the three constantly with almost zero power drain by themselves. This is increased in power with gimballed over fixed due to the increased accuracy. When you switch to turrets however you get a slew of other benefits. The price however harsh, at just shy of 20 Million credits... is well worth it in my opinion.

I also run two Class 2 rail guns, and one Class 3 Particle Accelerator. These three weapons are used solely for killing large ships faster or for PVP. Combined with extreme amounts of investment into the rest of my fitting slots.. The only thing I fear is a well fitted Anaconda piloted by a competant pilot. The fights however do tend to be long so you need to plan the rest of your fit for that.

Would love to have some real world tests on a the shields of vulture. Hopefully tonight.

I'm not sure if you're looking to test your vulture against a Python, or your Python against a vulture. If you need a Python pilot, let me know in game.

(beams are useless for PvE)

I disagree with this statement on the grounds that in PVE it is significantly easier to gain advantage from the heat buildup of holding the laser on your target which causes increased damage. Player targets are harder to do this to, by far.

Can you expand on that please? ... It'd be good to understand why you consider beams unsuitable for PvE. I only play Solo/Private.

The only thing I could think he is could be referring to is that lasers receive a heat generation increase the more you have firing at once. Beams being high heat generating weapons it gets out of hand fairly quickly when you equip more than two. In PVE you are going from target to target very rapidly. Especially in combat zones where an all beam loadout would require you to stop firing during times when you are already guns on your new target due to the massively increased pace of combat. You also have the issue of power consumption from your capacitors. Often with a full beam setup some targets will be beefier than others and you can easily find yourself with a fully drained capacitor on full pips to weapons causing you to wait for your weapons capacitor instead of watching hull percentage drop on your target.
 

CMDR Nick

Banned
The A6 power plant is an interesting one because (minor bug?) the 'you are downgrading' advice comes up if you're moving down a class from, say, a C7. All the A6 specs are higher though, and as said above, it is much lighter so your jump range isn't compromised. I can't see any disadvantages myself.
 
The A6 power plant is an interesting one because (minor bug?) the 'you are downgrading' advice comes up if you're moving down a class from, say, a C7. All the A6 specs are higher though, and as said above, it is much lighter so your jump range isn't compromised. I can't see any disadvantages myself.

The disadvantage is cost. That cost however comes from the powerplants heat efficiency rating of B which is the highest rating, thus the largest heat capacity possible, regardless of the size of the powerplant). With 5 weapon mounts, regardless of what class/size it is a heat efficiency of B is an absolute must for your power plant.

The A6 powerplant in particular is the best bang for your buck if you can't drop the cash on the A7 and still be marginally pimped. This ship gets expensive fast. I've sunk over 280 Million into mine. She's rewarded me for my patience.
 
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If the only disadvantage is cost, then I suppose all upgrades could potentially be classed as downgrades!

Technically that's not really true if you fully analyze it. The A6 costs 916.8K less than the B7, produces 2.3 less power than the B7, which is actually a lot when you consider that power for modules such as your KWS, FWS, Heat Sinks, Chaff etc. The benefit of the A6 over the B7 is actually a choice of heat efficiency for combat, or power for more fittings. The B rating of the A6 compared to the C rating of the B7 is drastic if fully utilizing all 5 weapons mounts.

So even though all of the "upgrades" aren't upgrades in that position, you still have a direct ability to choose between two very large factors in terms of your ships role. Yet even then both classes of the powerplant tree have distinct pros and cons for going underclassed for all price points within the tree.
 
I used to use 5 beams on my Python but that was back in the pre 1.2 days when there was no heat damage from thermal weapons.

Plus instant shield regen from the monster cell batteries meant you could run 4 pips in weapons.

Can't do that nowadays of course and so I run a twin pulse triple rail loadout. Great DPE and high alpha.

Yeh, same here. Except not triple rail, only twin. So you use one rail on the central large?
 
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