Guys guys I have a dilemma!!

On my Cutter I had 2 large, 2 medium turret long range pulses with scramble spectrum on top. On bottom I have a huge gimballed multicannon with rapid fire and corrosive rounds, 2 gimballed medium overcharged multicannons with auto loader.

My dilemma is I just tried out switching out 2 of my medium turret pulses with 2 medium stock beams for the fun of it and I actually like it a lot more because it takes down shields faster. I once got in a fight with a Python with my 4 pulses and it just took forever because he had an SCB. But should I switch out my large pulses with large beams instead of the mediums for that extra oomph? I plan on putting the efficient mod on the beams either way.

So, 2 medium turret efficient beams and 2 large turret long range pulses with scramble spectrum.

Or

2 large turret efficient beams and 2 medium turret long range pulses with scramble spectrum.
 
Do you want more damage up close or more damage at longer range? An efficient beam turret with +9% damage does more damage than a long range pulse turret out to ~1.5km, beyond that the pulse does more damage. So larger beams would weight your damage in favour of engagements inside ~1.5km, while larger pulses would do the opposite.

Although that's ignoring the effects of turret "wobble" at longer range. Beams are more consistently average in that regard because they rake back and forth over the target. While pulses can get (un)lucky and land many (or no) shots in a row.

Would the beams force you to put extra pips in weapons? Class 3 beams would only draw ~0.6MW extra, assuming the best natural efficient rolls. But it could make a difference.
 
I use 2 m turret beams on the bottom. 2 m turret burst. 2 L turret pulse and a h gimbled multi. Works good for me. Sometimes though those scb buggers ya just gotta ram :)
 
Do you want more damage up close or more damage at longer range? An efficient beam turret with +9% damage does more damage than a long range pulse turret out to ~1.5km, beyond that the pulse does more damage. So larger beams would weight your damage in favour of engagements inside ~1.5km, while larger pulses would do the opposite.

Although that's ignoring the effects of turret "wobble" at longer range. Beams are more consistently average in that regard because they rake back and forth over the target. While pulses can get (un)lucky and land many (or no) shots in a row.

Would the beams force you to put extra pips in weapons? Class 3 beams would only draw ~0.6MW extra, assuming the best natural efficient rolls. But it could make a difference.

Thank you so much for the reply and very informative which made me think.

So concerning the pips I noticed (if I got the best efficient roll) on large beams the distributor draw would be exactly the same as stock medium beams and that's what I'm testing now. I can keep the turrets going for a very long time with 3 pips in WEP and 3 in SYS. However I bounce back and forth depending on how many targets are attacking but it's doable, I would have to pay attention to my Distributor constantly though.
 
Maybe you could remove all but one of the scramble effects since scramble duration and effect doesn't seem to be cumulative from multiple weapons. And maybe just one of the large pulses to an efficient beam with thermal.
 
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Maybe you could remove all but one of the scramble effects since scramble duration and effect doesn't seem to be cumulative from multiple weapons. And maybe just one of the large pulses to an efficient beam with thermal.

I agree completely with removing the redundant scramble effect. Using an Emissive would be more beneficial. And where I often will prefer the Focused mods vs. the Long-Range, an Emissive will complement those effects and can tighten up the firing when at a distance.

Good luck on your rolls! o7
 
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