PvP Best PowerPlay Weapons for PVP?

Just finished getting my Prismatic Shields, last year I failed to anticipate how many I'd need so had to do another 4 weeks. I don't do PVP but probably will in the future because that's about all I have left to do in the game. I'm retired and play a LOT. Will probably become very familiar with the inside of my escape capsule [alien]

I'm looking at the different weapons available via PowerPlay and just wanting some suggestions as to which ones are most commonly used in PVP. Leaning towards the Plasma Weapon.

Thanks Guys
 

Achilles7

Banned
Hmmm, since no-one else has bothered to help you out! (Shame! Tut-tut, dorks!) I'll give you my take on those of which I have experience:

Advanced Plasma Accelerators (Patreus, iirc) are great - increased ROF at the expense of damage compared to standard PAs. I like to engineer for efficiency with phasing &/or target lock breaker depending on the ship I'm using/fighting. Some prefer the long range/focused specials on projectile weapons for higher shot velocity...personally I think that's a bit of a skill cop-out...& I use a Hotas X; other more precise controllers simply don't need "crutches" that effectively make accurate hits from under 2km hilariously easy, but then again I also think the same about gimbals, seekers, packhounds etc

Pacifiers (Hudson) - frags are fantastic against big game due to their incredible close-range DPS, although pacifiers are much more capable against smaller targets than standard frags due to their tighter spread of "shot" & greater range. The recent change to engineering might have altered the optimum upgrade, but I have screening shell & double shot. Some might argue that overcharged is now the best option but meh...I can't be bothered with the marginal gains these days. The only real downside is small ships (as implied above) & against the very best players who control the range once they've checked out your loadout - prep yourself for a looooong, evasive tactical fight in such cases.

Containment missiles (Grom) - essential to stop the ludicrously easy wake escape, if you PvP. These are dumbfire missiles that reboot your opponent's FSD. I have rapid fire on mine.

Honourable mention for Imperial Hammers (Arissa Duval) which is a rail with three shots in quick succession & slightly higher equivalent DPS - long range is good for the damage fall off, then feedback &/or super penetrator for the thermal load reductions, again which one to choose is very much dependent on your intended targets & combat modus operandi. I prefer standard one-shot rails, primarily for heat management reasons & better sniping with the idiotic, easy-mode micro-gimbal advantage.

Maybe someone else will be along with pros/cons of some other viable options. (& since this is FF, probably to disagree with me just for the hell of it! [big grin])
 
Just finished getting my Prismatic Shields, last year I failed to anticipate how many I'd need so had to do another 4 weeks. I don't do PVP but probably will in the future because that's about all I have left to do in the game. I'm retired and play a LOT. Will probably become very familiar with the inside of my escape capsule [alien]

I'm looking at the different weapons available via PowerPlay and just wanting some suggestions as to which ones are most commonly used in PVP. Leaning towards the Plasma Weapon.

Thanks Guys

I can greatly recommand the Packhound Missiles! They are not just fun, but through their spread of damage upon mutliple projectiles you can also bruteforce Pointdefenses away.
Also if you have face-tanking opponents in PvP, you can make them blind when firing a salve of dual packhound mounts which gives them a hard time to use fixed weapons.

The next one i would recommand are the advanced PA's! If engineered with target lock breaker, your opponents will freak out like hell if you can hit good with them. No matter which weapons they use, you can kill a lot of dps from them when hitting often enough with target lock breaker ;)

Prismatic shields i just can't really recommand for PvP personally. If you use shield cell banks, the overall shieldstrength from normal to prismatics makes just a fraction of your complete capacity. They need for that a lot of power and double mass.
Just an example:
Corvette 7A prisms + 2x 7A SCB = 7175 possible MJ
Corvette 7A n.shields + 2x 7A SCB = 7008 possible MJ
And that's it already. Combined with heavy duty SB's the difference can be greater and when mentioning feedback rails also a tiny bit more. But if you are really NEED those 167 MJ than you have lost from beginning.

You can take a profit from prismatics only if you use undersized shieldgenerators which would apply to the FDL for example, the meta-ship. Since class 4/5 shields are below optimal hull mass he gets really more shield strength from prisms. But that's the exception. Most ships don't really benefit from prisms in PvP.
I recommand them more for PvE like class 3 prisms on Python for trading.
 
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Thanks for the info guys! I've already wasted a day or two debating who to sign up with, I will go for the Advanced Plasma next. I already have 3 sets of Packhounds and have learned they're mostly for taking out subsystems and pesky fighters, not so good at hull damage. I have tried an FDL build with all Plasma. Great against large PVE ships, but difficult to hit small ships that are maneuvering. The aim assist isn't much help in that case. I've also thrown in some railguns. Same story, the 1 second firing delay makes hitting smaller ships difficult.

After the Advanced Plasma I'll either go for Imperial Hammer or the FSD missiles. I have some small missiles already engineered for that, haven't used them in over a year thou. I understand the effect lasts longer with Grom's version. Pacifier Frag will be 3rd or 4th on the list, I agree that you must be able to close on a target to make good use of them.

Shields: It seems like Prismatics give you one level higher protection than normal shields. And I do use class 3 Prismatic's on my Cargo and Pax Python builds, and a class 6 on my Cargo Cutter. My FDL with all heavy duty shield boosters and Prismatic shield takes me to around 4000 shield strength, not bad for a small ship althou that might not be an ideal PVP build.

Question: I've read somewhere that Plasma weapons ignore shield resistances. Is this correct?
 
I have 3 favourites;

Advanced PA's- really fun to use and reliable for dealing damage!

Pacifiers- don't be mislead, these frags pack a huge bite! their tight spread and faster shot speed allow for increased range and reliable damage on targets, drag munitions are always OP but you can get carried away with all the options ;)

Pack-hounds- ultra Op for DPS, again drag is fun. if you have a lot you could use Incendiary to melt shields along with others being explosive for hull damage. but really that is up to you :)
 

AP Birdman

Banned
Enforcer Cannons are great for small ships

Advanced plasma accelorators and Imperial hammers are a very common setup in PvP.

Pack hounds are probably my favorite pp weapon and I haven't even unlocked it yet (1 more week).

Pacifier frags are also worth mentioning. I don't have them and I'm not that interested in them yet but my friends seem to love them.
 
Cytoscramblers are brutal if you like to get in close with a fast pitching ship and have a plethora of C1 hardpoints. Paired with a weapon that applies the Corrosive effect they become, let's say, a not insignificant source of damage there. Can also be modded to cause your opponent to suffer random malfunctions for extra giggles.

Enforcer Cannons are also pretty great, essentially turning what would be a C1 multicannon into a C2.

Packhounds allow for the relatively easy annihilation of surface modules (and bleeding of MRP strength), and can apply the Drag Munitions effect to limit the targets speed to the equivalent of 0 pips in engines.

Pacifier Frag cannons are accurate shotguns, and even with the penalty to max damage, the much tighter cone of fire leads to far higher practical damage done in more instances.

Advanced Plasma Accelerators do less damage per shot than their normal counterparts in exchange for a higher RoF coupled with lower drain and heat generated per shot leading to an altogether more forgiving weapon.

Imperial Hammers are burst fire railguns. They need a steady hand to really get the most out of (in general they are the inverse of APA), but the pay off is burst fire railguns.

Containment Missiles are handy for those days when you want a dumbfire launcher that both knocks out FSD's and does something else, or just knocks them out even longer.

Essentially, when it comes to most of the PowerPlay weapons, look at your planned build/ship of choice and ask yourself what might you want to shore up and if maybe there's a weapon that would work to those ends.
 
Thanks for all the info guys. I'm working on getting Advanced Plasma Accelerators now, still have 3.5 weeks to go. I put 3 large Plasma weapons on my Krait and 2 medium beam lasers and went into the Haz Rez for a test. Devastating against Anaconda's and Python's but really hard to hit small ships like Vipers and Eagles. Wound up using my fixed aim lasers for them or having my fighter deal with them. Occasionally I could get a hit during a head on jousting contest. I killed an NPC Anaconda in about 15 seconds with this setup.

I'm working on 2 potential PVP builds:

Krait: https://s.orbis.zone/j_v Still some PVE legacy stuff on it, the cargo racks, limpet controller, and hanger will be replaced with hull reinforcements. Shields are just below 1000, I will probably put 3 heavy duty boosters in the utility slots along with a heat sink or chaff (probably a waste to have chaff in PVP with fixed aim weapons). Don't really need a KWS for PVP.

FDL: https://s.orbis.zone/j_x This is somewhat of a "malfunction" shield tank build to use against "hull tanks". The Huge Beam Laser with thermal vent gets shields down quickly. Then I have 2 burst lasers with kinetic exp effect and 2 burst lasers with scramble spectrum. This was very effective in PVE Haz Rez and a lot easier to kill small ships with. 6 Shield Boosters, 5 heavy and 1 resistance, I may go to all heavy. Shields are around 4000, I found the class 4 SCB's were useless so replaced them with hull reinforcements. I may also upgrade the armor from military to reactive. When I get some wingmates online I may test it in practice PVP to see how well the scramble spectrum is working.

Another question: is the Guardian tech any help in PVP? All I have now is FSD boosters, but I could get the other stuff without too much trouble.
 
Thanks for all the info guys. I'm working on getting Advanced Plasma Accelerators now, still have 3.5 weeks to go. I put 3 large Plasma weapons on my Krait and 2 medium beam lasers and went into the Haz Rez for a test. Devastating against Anaconda's and Python's but really hard to hit small ships like Vipers and Eagles. Wound up using my fixed aim lasers for them or having my fighter deal with them. Occasionally I could get a hit during a head on jousting contest. I killed an NPC Anaconda in about 15 seconds with this setup.

I'm working on 2 potential PVP builds:

Krait: https://s.orbis.zone/j_v Still some PVE legacy stuff on it, the cargo racks, limpet controller, and hanger will be replaced with hull reinforcements. Shields are just below 1000, I will probably put 3 heavy duty boosters in the utility slots along with a heat sink or chaff (probably a waste to have chaff in PVP with fixed aim weapons). Don't really need a KWS for PVP.

FDL: https://s.orbis.zone/j_x This is somewhat of a "malfunction" shield tank build to use against "hull tanks". The Huge Beam Laser with thermal vent gets shields down quickly. Then I have 2 burst lasers with kinetic exp effect and 2 burst lasers with scramble spectrum. This was very effective in PVE Haz Rez and a lot easier to kill small ships with. 6 Shield Boosters, 5 heavy and 1 resistance, I may go to all heavy. Shields are around 4000, I found the class 4 SCB's were useless so replaced them with hull reinforcements. I may also upgrade the armor from military to reactive. When I get some wingmates online I may test it in practice PVP to see how well the scramble spectrum is working.

Another question: is the Guardian tech any help in PVP? All I have now is FSD boosters, but I could get the other stuff without too much trouble.



If you want to run the prismatics I'd point you to something more like this for your Krait build, without changing the weapons much:
https://s.orbis.zone/k6e

For the FDL more like this, but I left the weapons out:
https://s.orbis.zone/k6q
I suggest rethinking those hardpoints and what engineering you want to use.
Mixing in a c4 OC, corrosive MC would be a good idea.

If you have enough power when you decide on those, then you can consider hi-cap on the shield gen.
It's going to cost you in pips however so I don't really suggest it.

I use mainly Hammers/PAs/APAs on my Krait and FDLs.
Sometimes frags/Pacifiers and/or a Grom missile get mixed in there.

Lasers and multi cannons take way too much time on target imo.
You'll smash NPCs even quicker with a stronger, higher DPS build.

o7
 
That's interesting. Downsize the shields by one grade and run higher SCB's on both builds. Had not considered that. I assume Prismatics would be the way to go in PVP since you're not concerned with extended ops like with a Haz Rez. I also assume all weapons should be fixed aim, or is there a place for gimbals in PVP? And until I unlock both APA and Imp Hammers (2 months or so), what do you suggest for FDL weps? (I do have a pair of PackHounds). I've had Scramble Spectrum used on me when I did some short PVP stuff last year, and was impressed how effective it was, that's why I mounted a pair of burst lasers with that along with the Inertial Damage. I also have Pulse Lasers, rapid fire with Scramble.

I suppose if I mount a OC Cor MC on the huge slot I'll need medium weps to help take shields down? I have 2 medium railguns with plasma slug/premium ammo exploit, another deep pen RG, enough PA's that I've tried an entire PA FDL build and pretty much all other weps that are not powerplay.

I have all engineers in the bubble unlocked and own 90% of the ships in the game, I think the Type 10 and Alliance ships are all that I don't have. Thinking about the Chieftain, read some good things about it for PVP. I have 4 legacy engineered small missile launchers, 2 for FSD interrupt and 2 deep penetrate. Could use 3 of those in the small hardpoints. Like I really need another ship LOL. I've got so many weapons I have to buy Dropships just to store them and keep my stored modules under 120.

Late last year I left ED for about 8 months, I just ran out of things to do. Disadvantage of playing so much. Right now I'm working the BGS hard to expand my player faction, but that will take maybe another month or two to meet our goals. Getting spooled up for PVP is about all I have left. And getting the Guardian tech for my PVP builds, althou that won't take long. Being retired I have the luxury of spending 8 or more hours per day playing, but the being old part that goes with that makes me wonder if I'll ever be really competitive with PVP :eek:

Again, thanks for all the info guys.


If you want to run the prismatics I'd point you to something more like this for your Krait build, without changing the weapons much:
https://s.orbis.zone/k6e

For the FDL more like this, but I left the weapons out:
https://s.orbis.zone/k6q
I suggest rethinking those hardpoints and what engineering you want to use.
Mixing in a c4 OC, corrosive MC would be a good idea.

If you have enough power when you decide on those, then you can consider hi-cap on the shield gen.
It's going to cost you in pips however so I don't really suggest it.

I use mainly Hammers/PAs/APAs on my Krait and FDLs.
Sometimes frags/Pacifiers and/or a Grom missile get mixed in there.

Lasers and multi cannons take way too much time on target imo.
You'll smash NPCs even quicker with a stronger, higher DPS build.

o7
 
That's interesting. Downsize the shields by one grade and run higher SCB's on both builds. Had not considered that. I assume Prismatics would be the way to go in PVP since you're not concerned with extended ops like with a Haz Rez.

That's a pre-3.x technique but I am pretty sure the rationale still holds true; you get more use(MJs) out of the larger slots with the SCBs there and running a smaller reinforced prismatic.

It depends on the ship and how you like to build/play.
Prismatics have very low broken recharge so once they are down, they are basically down for the fight.
On my FGS, Krait, Chieftain I only have ~400 MJ biweaves but they all have around 4K armor.
But the shields might go down/come back many times during one fight.
I also don't use SCBs on those at all.

Since some ships have terrible shield modifiers to begin with, pumping up the shields makes little sense.
You can often get more damage absorption by using HRPs.
It also frees up power and pips with a biweave/hull tank build.

That said the FDL more or less needs to use shields, but it can often be seen with bi-weaves or prismatics in PVP.
Biweaves are generally considered the higher skill/evasive flying build, and prismatics, well, not so...

I changed a lot of your base engineering too btw.
Don't overlook those.
I even set basic power priorities.



I also assume all weapons should be fixed aim, or is there a place for gimbals in PVP?

I would recommend learning fixed but gimbals are not a "hard no" based on what I've seen.
You'd be terribly susceptible to certain counters but running a mixed or even full gimballed build can definitely work.


And until I unlock both APA and Imp Hammers (2 months or so), what do you suggest for FDL weps? (I do have a pair of PackHounds).

APAs are c3, sorry that was sloppy writing on my part.
Don't use those on an FDL.
1 huge(TLB), and 2 med(dispersal/dazzle) efficient PAs and 2 long range(feedback/super pen) rail guns are a standard combo.
I suggest getting familiar with that.
If you can hit people with that build all the other stuff is cake.

I mix in one APA on my FGS and Krait, just so I can spam the TLB effect.
Normal PAs/rails are a golden combo imo.
Hammers and APAs are just for their specific benefits, or for fun.




I've had Scramble Spectrum used on me when I did some short PVP stuff last year, and was impressed how effective it was, that's why I mounted a pair of burst lasers with that along with the Inertial Damage. I also have Pulse Lasers, rapid fire with Scramble.


Scramble works fine but it doesn't stack afaik.
If you want to do kinetic damage, a kinetic weapon makes more sense to me.
All phasing builds can work really well, but I think it got nerfed recently.


I suppose if I mount a OC Cor MC on the huge slot I'll need medium weps to help take shields down? I have 2 medium railguns with plasma slug/premium ammo exploit, another deep pen RG, enough PA's that I've tried an entire PA FDL build and pretty much all other weps that are not powerplay.


I think it's overthinking things to worry about taking shields down like that since you'll be running into engineered shields. (ie you don't know what the resistances will be.)
I try to get the most damage for the least power/distributor, with the strong caveat that low time on target is preferred.
Also, because of the previous point, absolute damage generally gets the nod.




I have all engineers in the bubble unlocked and own 90% of the ships in the game, I think the Type 10 and Alliance ships are all that I don't have. Thinking about the Chieftain, read some good things about it for PVP. I have 4 legacy engineered small missile launchers, 2 for FSD interrupt and 2 deep penetrate. Could use 3 of those in the small hardpoints. Like I really need another ship LOL. I've got so many weapons I have to buy Dropships just to store them and keep my stored modules under 120.

Late last year I left ED for about 8 months, I just ran out of things to do. Disadvantage of playing so much. Right now I'm working the BGS hard to expand my player faction, but that will take maybe another month or two to meet our goals. Getting spooled up for PVP is about all I have left. And getting the Guardian tech for my PVP builds, althou that won't take long. Being retired I have the luxury of spending 8 or more hours per day playing, but the being old part that goes with that makes me wonder if I'll ever be really competitive with PVP :eek:

Again, thanks for all the info guys.

I really like the Chieftain too.
Do you have the Yuri Grom missiles?

Sounds like you're having fun to me!
You can always fight other old farts like yours truly.


o7
 
I suppose I'm paranoid about scramble spectrum since last year I had a Stealth DBX that was turned every which way but loose by those. It seems hull tanks would be vulnerably to that, but if they don't stack, and I assume you mean 4 medium Pulse Lasers would cause the same malfunctions as 1 would, then I agree I need to look at other weapons. I'll need to re-engineer my PA's and Rails, or just buy new ones along with more g Dropships to store the weapons not in active use. And I only keep engineered weapons!

I did look at the different engineering on the core internals, thanks for that reminder. Not going to do it yet, but I will when ready to take the plunge into PVP.

The only PP weapons I have are a pair of packhounds, the FSD missiles are from last year. I read Yuri's have a longer lasting effect so he's on my PP list after I get the Plasma and Railgun stuff. I did have Felicia Winters stuff but sold them last year because they seemed ineffective.

Again, thanks for all this it really helps.
 
I suppose I'm paranoid about scramble spectrum since last year I had a Stealth DBX that was turned every which way but loose by those. It seems hull tanks would be vulnerably to that, but if they don't stack, and I assume you mean 4 medium Pulse Lasers would cause the same malfunctions as 1 would, then I agree I need to look at other weapons. I'll need to re-engineer my PA's and Rails, or just buy new ones along with more g Dropships to store the weapons not in active use. And I only keep engineered weapons!


Yes, it works well when it does, but I've still killed Cmdrs who hit me with it several times during the course of a fight.
If I can do it so can you!
The real bane of hull tanks/hybrids are those seekers and packhounds ime.
(I will use them too but still think they are a bit OP.)

I moved up to Anacondas ftr, lol...


I did look at the different engineering on the core internals, thanks for that reminder. Not going to do it yet, but I will when ready to take the plunge into PVP.

The only PP weapons I have are a pair of packhounds, the FSD missiles are from last year. I read Yuri's have a longer lasting effect so he's on my PP list after I get the Plasma and Railgun stuff. I did have Felicia Winters stuff but sold them last year because they seemed ineffective.

Again, thanks for all this it really helps.


I combine the Grom missiles with the penetrator mod.
That's like a (really slow)rail gun shot damage wise, that also reboots the FSD.

In most cases the standard versions are as good or better in parctice, than the PP counterpart.
Don't get hung up on them.

o7
 
I already had some huge and medium PA's so I fitted those on the FDL along with 2 railguns (plasma slug). Engineering isn't what you spec'd but I just wanted to get a feel for that config in a Haz Rez. Was not impressed with the DPS, had a difficult time killing even the bigger ships but a lot of that is just learning the setup. The 1st huge PA was modded for long range (high velocity) so I had 2 aiming circles since the mediums were not that mod. Also had bigtime heat issues when firing. Changed out the huge PA for an efficient one and that helped with the heat, but still ran a bit hot. I could kill NPC ships a lot faster with my laser setup, but I could not get away with 2 pips in weapons like I can with your setup. I'll engineer some new ones to what you spec'd and try that. I'm also going to engineer a fixed aim huge MC with OC and Corrosive and then figure out what to put in the 4 medium slots. I may just use the 4 PA's I have. MC's even with incendiary do a poor job of knocking down shields. I still want to limit weps to two pips to keep my maneuvering up.

The biggest thing I need to learn is FA off maneuvers. I've got the reversal down pretty good in my cargo Cutter, where I submit, boost away, FA off, idle, flip the ship and let the RC torps do their thing followed by other long range weps. I think what I need to do is practice with my fighting ships when not in combat, maybe in an asteroid field or around a space station.

And I'm still thinking about the Chieftain since it's supposed to have really good agility. Wouldn't have to invest much since I already have all the Core Internals and Weps I would need fully engineered. Just buy the ship and upgrade/engineer the hull and that's about it.
 
I already had some huge and medium PA's so I fitted those on the FDL along with 2 railguns (plasma slug). Engineering isn't what you spec'd but I just wanted to get a feel for that config in a Haz Rez. Was not impressed with the DPS, had a difficult time killing even the bigger ships but a lot of that is just learning the setup. The 1st huge PA was modded for long range (high velocity) so I had 2 aiming circles since the mediums were not that mod. Also had bigtime heat issues when firing. Changed out the huge PA for an efficient one and that helped with the heat, but still ran a bit hot. I could kill NPC ships a lot faster with my laser setup, but I could not get away with 2 pips in weapons like I can with your setup. I'll engineer some new ones to what you spec'd and try that. I'm also going to engineer a fixed aim huge MC with OC and Corrosive and then figure out what to put in the 4 medium slots. I may just use the 4 PA's I have. MC's even with incendiary do a poor job of knocking down shields. I still want to limit weps to two pips to keep my maneuvering up.

Going all efficient keeps the projectile speed the same, the heat down and adds damage too.
Plasma slug gives a stiff damage penalty.
So I think your setup was the problem, not the weapons.

Again, if you're talking PVP, lasers/incendiary might be considerably worse for shields depending who you meet.
All of my main combat ships have somewhat higher shield thermal resistances than kinetic.
The HazRES performance is pretty irrelevant.


The biggest thing I need to learn is FA off maneuvers. I've got the reversal down pretty good in my cargo Cutter, where I submit, boost away, FA off, idle, flip the ship and let the RC torps do their thing followed by other long range weps. I think what I need to do is practice with my fighting ships when not in combat, maybe in an asteroid field or around a space station.

And I'm still thinking about the Chieftain since it's supposed to have really good agility. Wouldn't have to invest much since I already have all the Core Internals and Weps I would need fully engineered. Just buy the ship and upgrade/engineer the hull and that's about it.


Practice is good.
Learn to use it offensively too.
"Reverski" is shameful!
I face them and try to flip as/before they pass me, so I'm boosting directly behind them while facing the same way.

The Chieftain is way more drifty than the FDL so it depends on what you mean by agility.
 
Going all efficient keeps the projectile speed the same, the heat down and adds damage too.
Plasma slug gives a stiff damage penalty.
So I think your setup was the problem, not the weapons.

Again, if you're talking PVP, lasers/incendiary might be considerably worse for shields depending who you meet.
All of my main combat ships have somewhat higher shield thermal resistances than kinetic.
The HazRES performance is pretty irrelevant.





Practice is good.
Learn to use it offensively too.
"Reverski" is shameful!
I face them and try to flip as/before they pass me, so I'm boosting directly behind them while facing the same way.

The Chieftain is way more drifty than the FDL so it depends on what you mean by agility.

If you use all the ammo in the weapon, then use grade 3 synthesized ammo on the guns, then apply the Plasma Slug effect you end up with a permanent +20% damage boost over your baseline damage provided you don't de-equip the weapon that has the effect on it.
 
If you use all the ammo in the weapon, then use grade 3 synthesized ammo on the guns, then apply the Plasma Slug effect you end up with a permanent +20% damage boost over your baseline damage provided you don't de-equip the weapon that has the effect on it.


I don't myself use or recommend other people using exploits.
In fact, I think upgraded ammo should be removed entirely.
Know that if I kill you, it is with normal ammo.

There are a lot of cheesy things like that that are simply not helping people get better.
They are crutches at best, and include outright exploits and cheats.
 
If you use all the ammo in the weapon, then use grade 3 synthesized ammo on the guns, then apply the Plasma Slug effect you end up with a permanent +20% damage boost over your baseline damage provided you don't de-equip the weapon that has the effect on it.

I don't myself use or recommend other people using exploits.
In fact, I think upgraded ammo should be removed entirely.
Know that if I kill you, it is with normal ammo.

There are a lot of cheesy things like that that are simply not helping people get better.
They are crutches at best, and include outright exploits and cheats.


Thats a really neat trick Grim!

Bob, In my Humblest opinion, a win is a win in PvP. If i can get and use an advantage over my PvP opponent i will use it as long as it is not downright cheating by using exploits fro outside the game. After all, this 'Advantage' is open to all to use!!

Fly safe, and with one EYE always open :) :)
 
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