Engineers Best weapon+ combo for shield damage

so i'm using currently 2 medium and 1 large beam laser with G5 eff, to remove the enemy shield
and i'm asking myself, is this already the optimum or is there a better way beside the cytoscrambler
to get rid of the enemy shield

any suggestions? [big grin]

edit:/ i forgot to mention that the load is for a corvette
 
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Ramming.

(mass and speed)

edit: oh and a fast recharge bi-weave + lots of hull of course - that's your ammunition - this is a 100% absolute damage, resistances be damned, better than PAs
 
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2 huge pa's overcharged one with target lock breaker the other with dazzle shell. the rest of the set up do multi guns all with overcharged and incendiary rounds except for the large on the bottom put corrosive, i rip players shields off like butter and i rip off the big shields pretty fast hull tank or not i'm gonna get you.
 
PvE or PvP?

PvP will almost certainly have high all-round resists, so PAs FTW.

PvE: Lazzzorz. Incendiary MCs.

Both: 1 or 2 SCB-busting railguns, in addition to what you have for damaging the shields.
 

In that case - to explain further - most foes will likely have standard shields... or at least not shields stacked to 50%+ resist, across the board. That means thermal damage is your friend, which generally means lasers.

It really depends on how you're managing your power. If you have distributor to spare, then ditch the efficient for something more zappy. If you are struggling a lot for distributor but not cooking, consider an incendiary MC or two: Very distributor efficient for their DPS. Then balance that with your laser output.

My personal preference is to avoid efficient, unless on small turrets on the largest class of ship*. I'd just rather have something more killy, and then manage the WPN drain by countering with other weapons, such as incendiary MCs, or squeezing in a feedback cascade railgun. And if I start running hot, use thermal vent on the laser. That's preference for big guns and enjoying having a choice of weapons talking.

The ram approach and PAs outlined above are both also viable, fun and effective, although a little more specialised in use and/or build requirements.


*Class 1 efficient pulse turrets also help against shields, as they help prevent sheild regen (assuming there's not railguns in those slots).
 
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In that case - to explain further - most foes will likely have standard shields... or at least not shields stacked to 50%+ resist, across the board. That means thermal damage is your friend, which generally means lasers.

It really depends on how you're managing your power. If you have distributor to spare, then ditch the efficient for something more zappy. If you are struggling a lot for distributor but not cooking, consider an incendiary MC or two: Very distributor efficient for their DPS. Then balance that with your laser output.

My personal preference is to avoid efficient, unless on small turrets on the largest class of ship*. I'd just rather have something more killy, and then manage the WPN drain by countering with other weapons, such as incendiary MCs, or squeezing in a feedback cascade railgun. And if I start running hot, use thermal vent on the laser. That's preference for big guns and enjoying having a choice of weapons talking.

The ram approach and PAs outlined above are both also viable, fun and effective, although a little more specialised in use and/or build requirements.


*Class 1 efficient pulse turrets also help against shields, as they help prevent sheild regen (assuming there's not railguns in those slots).

that is the loadout for the corvette, makes things a bit more clear

[url]http://www.edshipyard.com/new/#/L=B0zC,HCKGw3C_00KwPcUy00HCKGw3C_00KwPcUy00EkhGp4AxhXCthKIxCpMypDEjHGp4AxhXCthZIxAkMypDEjHGp4AxhXCthZIxCpMypDHdhGr710oB8wD9CgXcIeoda-kyeyTWi-a9HdhGr710XI4swO8wHJOdSea-qeeyXfi-NM,DBwGp515hH4qkW8tkcCvqlQc5yDBwGp4168H4tN38tiDCwDwDBwGp415hc4sez8sv0CvdGDBwGp515ur4qmf8twOCw8jIeY0DBwGr60fV56qUJ8uh6IpfUMqN_QpfUDBwGr66s1I8v__Cgf-IqKIMpegQpegCzY0Cjw0,9p3Hp44uxwAjzdEjzmIkoBADIHC36n_J8qc7CnpkARMGp56qpD8phMEq00GwPcKypDAfQHp40upD6qpD8qpDGyP2AtyGf22zJH6wcyBBoGo6IkPcKxCpQkPcSxCpYkPcaxCpBRuGp32_Fc6y_GIuffBcg1,16yHr32thX6sPcKthX16yHr32thX6sPcKthX,7WCGr60hR94xrsGp_4KoNoau4ogw3G7lUGV56qpD8sPcEthXOn7iUrmf7lUGV56qpD8sPcEthXOn7iUrmf16y16D2016yHr32thX6sPcKthX16yHr32thX6sPcKthX07212UI10nE1






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Since you're running huge cannons, I think the beams are reasonable. You could swap them for bursts for more damage-per-energy and improve your sustain, but you'll sacrifice some DPS for more DPM.

I've been running into the same issue with the mediums and large ever since I got the 'Vette; nothing seems quite right on them. All three have major issues with convergence and firing arc, and since you're running a fixed projectile in the huge, fixed anything is out of the question for them. For shields alone, I think gimballed beams/bursts are actually your best bet. You could try out Incendiary Mulitcannons, but it's more ammo to worry about and the spinup time vs firing arc on the large is a deal breaker IMO.
 
Since you're running huge cannons, I think the beams are reasonable. You could swap them for bursts for more damage-per-energy and improve your sustain, but you'll sacrifice some DPS for more DPM.

I've been running into the same issue with the mediums and large ever since I got the 'Vette; nothing seems quite right on them. All three have major issues with convergence and firing arc, and since you're running a fixed projectile in the huge, fixed anything is out of the question for them. For shields alone, I think gimballed beams/bursts are actually your best bet. You could try out Incendiary Mulitcannons, but it's more ammo to worry about and the spinup time vs firing arc on the large is a deal breaker IMO.

i think, i will try overcharged Incendiary multis, let's see how this works [big grin]
 
I use c4 efficient thermal vent beams and 2+2 LR feedback cascade hammers/rails on my pve Vette.
The beams can fire forever and will leave the ship very cold for the rails.
Last hardpoint is a LR gimballed corrosive MC, on the same trigger as the beams.

Most NPC ships fly right into the beams/MC and die quickly.
Cutters will try to use some distance but you can spam the rails at them and land everything since they're such a big easy target.
 
so, my few tests in a Hazsite was a mixed bag, the Incendiary multis do strip shield of smaller ships quite fast but bigger ships, don't know, needs more testing

same with Terrorist Leaders. ok the enemy ships was a Corvette so a quite tough nut to crack

maybe i shall try overcharged beamlaser next [big grin]
 

If it's PvE, then fit whatever you feel like - other than Thargoid combat, PvE is a complete non-challenge at the moment; people with rubbish load-outs and no idea can clean up in PvE, if you've got half a clue and have prodded your ship with the engineer stick, you'll be absolutely fine, even if you make some elementary fitting mistakes.

if you're not sure and just want an efficient lawn-mower of a ship, a couple o' big beams and the rest multicannons will see you right, just don't forget the bit about prodding your ship with the engineer stick! (you'll see lots of complaining about that - it's not as bad as they want you to think!).
 
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