Engineers Healing Lasers

How do these work? Is the healing potential tied to the damage potential, or is it an entirely separate variable? Does it suffer "undamage" drop-off like DPS does? Does it stack with multiple lasers like DPS? Does size of the laser matter? Does fixed lasers heal more than turreted lasers? Tell me!
 
As she always said Size Matters!!..........

Well sort of. Medium Beam Long Range Healing does the job for the group I fly with. Corvettes just take a little longer to fill back up. I use the LR to heal from distance and top off the Wingmen. Stack, no it does not.

Group I fly with 2 Corvettes and a Cutter I can keep their shields topped up no issues.

Wingy
 
As she always said Size Matters!!..........

Well sort of. Medium Beam Long Range Healing does the job for the group I fly with. Corvettes just take a little longer to fill back up. I use the LR to heal from distance and top off the Wingmen. Stack, no it does not.

Group I fly with 2 Corvettes and a Cutter I can keep their shields topped up no issues.

Wingy
So if healing doesn't stack (two beams are not better than one), then I guess it doesn't follow other DPS rules either. Does this mean a turret healing beam is just as effective as a fixed heal beam? Is there an "undamaged" falloff if I choose efficient rather than long range for my engineering?

Oh, and really stupid question - does a healing beam only heal ships that are in a proper wing? For example, if I want to heal NPC miners in a res, can I use healing beams on them, or will this just be seen as an attack? For that matter, does healing beams heal enemy ships as well (heal one, heal all), or does the healing effect follow a "friend or foe" system?
 
As far as I know (and in practice) Heal Beams require you be in a wing and target the wingman selected. Ships not in the wing will be damaged per DPS of the beam. Fall off and range applies as well. Hence my choice for Long Range. Efficient would have all of the attributes it lists.

Got to be in a Wing and you'll only be able to heal your wingmen
Wingy
 
As far as I know (and in practice) Heal Beams require you be in a wing and target the wingman selected. Ships not in the wing will be damaged per DPS of the beam. Fall off and range applies as well. Hence my choice for Long Range. Efficient would have all of the attributes it lists.

Got to be in a Wing and you'll only be able to heal your wingmen
Wingy
I think I'll pass, then. It's too bad there aren't more MMO-like role-specific "weapons", for example energy beams designed only to heal, other energy beams designed solely to share energy with your target (charging their capacitors quicker), etc. With all the hardpoints larger ships have, I'd rather dedicate a hardpoint to a pure healing / buff beam than have a "heals one guy, kills the next guy (including friendlies)" laser. This is especially true since I often team up with NPCs, protecting and repairing miners in HAZRES, for example.

Oh well, at least you saved me a bunch of materials!
 
So if healing doesn't stack (two beams are not better than one)

There are two experimentals that make beams healy - one of them is the thing that doesn't stack (I think it was called concordant sequence but I keep confusing which is which) which when hitting a wingman applies effect that boosts regen numbers of that shield - that one does not stack.

Other one is a binary function switch on the laser - if that beam hits wingman it will flip the damage number around (afaik), so it will heal by amount it would damage otherwise. And in this case having more beams with this experimental will heal more.

But yes it's all about wingmans so non-wing allies won't benefit.
 
Only heals wing members, but does not require they be targeted.

Regeneration sequence damage is exactly as normal, only inverted. Even resistances apply to reduce the incoming (or amplify in the case of negatives) healing.

Concordant gives a non-stacking 5 or 10x increase to shield regen rate for the duration...IIRC. Been a while since I tested it.
 
Good questions and answers. Thanks all.
Two more specific questions remain for me:
If I have a Regeneration Sequence / Concordant Sequence Beam in a Fire Group with other weapons, will the others still shoot if I target my wing members or crew?
Will turrets "engage" to heal / boost my wing members or crew when set to Fire At Will?
 
And if I could add a question of my own...
Does the shield regen increase from Concordant Sequence also cause a commensurate increase in SYS capacitor draw for the duration?
 
Good questions and answers. Thanks all.
Two more specific questions remain for me:
If I have a Regeneration Sequence / Concordant Sequence Beam in a Fire Group with other weapons, will the others still shoot if I target my wing members or crew?
Will turrets "engage" to heal / boost my wing members or crew when set to Fire At Will?

You have to target (fire at will works with enemies only) your wingman so better to put brobeams on a separate group.
 
Good questions and answers. Thanks all.
Two more specific questions remain for me:
If I have a Regeneration Sequence / Concordant Sequence Beam in a Fire Group with other weapons, will the others still shoot if I target my wing members or crew?
Will turrets "engage" to heal / boost my wing members or crew when set to Fire At Will?
1) yes, use seperate firegroups
2) no, you have to target them
And if I could add a question of my own...
Does the shield regen increase from Concordant Sequence also cause a commensurate increase in SYS capacitor draw for the duration?
No

Always remember healing beams heal shields. They still kill hull so be careful with your dual huge regen beams on your friends biweave eagle :LOL:
 
You have to target (fire at will works with enemies only) your wingman so better to put brobeams on a separate group.
1) yes, use seperate firegroups
2) no, you have to target them
Always remember healing beams heal shields. They still kill hull so be careful with your dual huge regen beams on your friends biweave eagle :LOL:
Thanks for the precise answers! I think I can now try the ones I already have put on some ships. Pity we have only two fire buttons.
 
Also neither version of a healie beam will recharge shields if the wingmate has an empty sys capacitor and 0 pips to sys. So they need to be trying to recharge their shields. Healies also don’t help dropped shields recharge faster either.
 
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