Beam lasers bug?

I was out in anarchy space, came across a weak signal and dropped out of supercruise and 2 ships, no wanted (guess because of anarchy), so they attack and I also opened up to my suprise my gimballed pulse lasers never activate, so i'm left fighting with 2 class 1 multi-cannons and tried to use a tactic I've used before, needless to say I took 1 down (cobra), by ramming him a few times, so I hope to do the same with the other flying an imperial clipper (almost had him), but I rammed him bit to many/much times and the last ram killed me, all this being said are pulse lasers bugged, should I put a bug report?

Power plant was 97% so I wasn't over.
Fire groups we're set, pips set correctly.
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Were they perhaps not in the weapon group you were using? It should at least be easy to check and see if you have at least one group that has two multi-cannons and no pulse lasers.
 
Sorry cannot help on the lasers and I know it late but was your rebuy really 400k+. That puts your cobra at about 9 mill worth. Seems and expensive cobra im maybe just tight. My vulture is only 500k rebuy and thats 5mill hull. Plus upgrades yes not many.
 
OCD Moment, Title doesn't match post!

That aside. If everything you've stated is correct (Pips correct, Powerplant capacity correct, Firegroups Correct) Then I would report it as a bug.
Do they deploy correctly now?
 
Yes, even during the fight I checked.

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I've done it before, it's quite enjoyable, and it works...most of the time.

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They deployed, they just didn't fire.
 
It was set up for exploration, fully capable of combat with reinforced hull...although a cheap one, I got just over 20 ly jump with that set up, A everything.

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The ships that do suck to ram are Anacondas, pythons, federal drop ship (hard sucker), and clipper, asps are pretty easily killed at about 25% hull.
 

Deleted member 38366

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I like having at least one turreted weapon, preferably a beam laser, to give me wider angle of attack. Turreted lasers also eat less power, but do less damage too compared to the gimbaled counterpart. So if you want to max out on damage while maintaining a limiting power capacity, I think turrets are a good choice.
I would never get turret for a weapon that uses a finite ammo source as I hate not having control of that ammo supply. Also, because of that reason, I also prefer to have at least one non-turret laser weapon because of that lack being able to initiate combat without setting the weapon to forward fire.
--Forward fire on the turrets makes it manual shooting only (it is adjustable mid-combat, course).
 
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Just used them on my vulture, not good for bounty hunters as they will not fire until fired upon, but didn't work at all in anarchy space, I think they junked it, I won't use them, also tried to change the firing options....nothing.
 
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