Are the weapons unbalanced? (read post before using poll)

Do you use any other weapon combination than Lasers/Multicannon?


  • Total voters
    72
Rails+Pulse lasers.

Pulse lasers are surprisingly powerful for now economical they are. I also find rails are not that amazing when against shields, so prefer a laser weapon instead of kinetic as the main support weapon.
When going bounty hunting, I often stick to just using pulse lasers unless the payoff is worth it.
 
Thermmal + Kinetic are working as intended. But there is no agreement on that laser to use, or even what kinetic weapon. Not even if multis or cannon should be used.
 
I never figured out why people use multicannons. I see no personal benefit from it.

I use beam lasers, almost exclusively. Sometimes I throw in a few burst or pulse lasers.

Tried missiles a few times but didn't see the point.
 
There are only eleven weapons in the game, and three of them are totally useless, and another four have jack for ammo.
With three sets of laser to choose from and only two kinetic types of weapon.

Of course laser and multicannon is so prevalent, there isn't much else!
Game suffers in the combat department.

A bit like ACFA with everyone using rifles? (or that missile module in one of the patches).

I do wish there was more variations, but the low ammo ones aren't bad for their job.
 
3 fixed class 1 pulse lasers on a Eagle
4 fixed class 1 pulse lasers on a Viper
2 fixed class 2 pulse lasers on a Cobra
 
I've got a cobra with gimballed beams on the lower hard points and rail guns on the upper. Possibly not as good for taking out smaller ships as some loadouts but for the Anaconda assassinations I can strip the shields down and then the rails are *very* effective at knocking out subsystems. Targeting their power plant I can get them to pop well before their hull is particularly low.
 
On my Asp i run 4 c1 railgun and 2 c2 G Beam, awesome setup to kill something but it cost a fortune to reload if you dont just fend off interdictor but actually go to conflict zone. For stricly pvp play i would use something cheaper to reload.
 
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Railguns could use a boost in terms of ammo and a slight cost reduction for refilling ammo. They're currently one of the most expensive weapons in the game and for the amount of energy the fact that you still need to dedicate pips to energy to use them effectively plus their high refill cost, I think they underperform based on costs.
 
Railguns could use a boost in terms of ammo and a slight cost reduction for refilling ammo. They're currently one of the most expensive weapons in the game and for the amount of energy the fact that you still need to dedicate pips to energy to use them effectively plus their high refill cost, I think they underperform based on costs.

yeah but railgun are very strong, 4 Class1 take a cobra to 51% in one hit and then i watch it explodes because it also critted a component inside. Not super common but shot like that happens. Dunno how they fare versus other cmdr who i expect to fly better than npcs. I went to a conflict zone once, was Python all over the place, easy to hit but it only give you 3k per kill, it cost 9k to reload after 2 python kill only counting railgun reload not chaff.
 
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There are only eleven weapons in the game, and three of them are totally useless, and another four have jack for ammo.
With three sets of laser to choose from and only two kinetic types of weapon.

Of course laser and multicannon is so prevalent, there isn't much else!
Game suffers in the combat department.

Railguns could use a boost in terms of ammo and a slight cost reduction for refilling ammo. They're currently one of the most expensive weapons in the game and for the amount of energy the fact that you still need to dedicate pips to energy to use them effectively plus their high refill cost, I think they underperform based on costs.

This is EXACTLY what I wanted to write.
 
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