How do you group your weapons?

Hello

After two years of playing, I've finally got enough credits and I've bought an Anaconda. I've never flown a ship that has anywhere near as many hard points and I was just wondering what is considered standard best practice for grouping weapons?

At the moment I've got 3 Class 3 pulse lasers and 1 class 4 one, and I've assigned them all to one group and bound the 3 class 3 lasers to my primary fire button and the 1 class 4 one to my secondary. Should I have done something else?

Thanks,

Ackoman
 
I always go with all multicannon loadouts to keep power requirements and usage down. I also always have them all fire at once because that colossal stream of lead hurtling from the front of my ship looks utterly fracking awesome.
 
There are lots of ways to do it, I use two main approaches:

Primary group for high alpha damage (first strike), this will drain the capacitor
Secondary group for sustained fire, ideally set to allow the cap to recharge.

or

Shield damage (lasers etc), and
Hull damage (multi-cannons etc).

I generally use only my primary fire button for weapons (switching fire groups switches the weapon), my secondary is usually for scanners, but in a CZ (where no scanners are required) I'll use the shield/hull combo on fire buttons 1 & 2, or specialist weapons (missiles etc) on button 2.

I find I can easily become confused in time-critical situations, to mitigate this I tend to use the same basic system on all ships. Even my weaponless ships have scanners on fire button 2 for example, with 1 unused.
 
I have long range shield stripping weapons on one fire group and close range module sniping/hull shredding weapons on another fire group.

What we really need are more fire buttons.
 
Hello

After two years of playing, I've finally got enough credits and I've bought an Anaconda. I've never flown a ship that has anywhere near as many hard points and I was just wondering what is considered standard best practice for grouping weapons?

At the moment I've got 3 Class 3 pulse lasers and 1 class 4 one, and I've assigned them all to one group and bound the 3 class 3 lasers to my primary fire button and the 1 class 4 one to my secondary. Should I have done something else?

Thanks,

Ackoman

Personally, I would put a gimballed laser on the class 4 (laser weapons track better from below the waterline in my experience), turreted pulse lasers on the class 1 and 2 hardpoints (fly swatters). put at least 2 gimballed MCs on the class 3s. The last class 3 can be either a another MC or another gimball laser. The class 1 and 2 HP can act as flyswatters or just chip damage. The class 4 laser and the possible class 3 laser are your main way of dealing with shields. The class 3 MCs are how you deal with hull.
 
The layout I've been using which seems to work rather well in PvE is: Turreted pulse lasers in the large class three slots for sustained damage to target even while maneuvering defensively, gimballed pulse lasers on the class two medium slots to bolster initial attack damage of the three larger pulse lasers. A gimballed MC in the huge class four slot for quickly tearing through the target's hull. Seeker missiles in the small class one slots for chasing down smaller and faster ships trying to escape. I also mount point defense turrets on the two rear top utility mounts to make short work of incoming missiles.

(All this on a ship that I primarily use for trading and long range missions!)
 
Painfully. Lack of a third fire button makes complex kinetic/thermal builds far more annoying, especially if you're also packing "Oh @#$%" or limited use weapons with low ammo count, like missiles in your class 1 slots. People have requested an additional fire button since launch, but it'll likely never happen as while versions between gaming systems are separate, they're all based on the same design - and consoles have enough trouble with buttons already.

You can go crazy with lots of groups, but since you can't bind them to separate hotkeys it can be easy to get lost in your group list in the middle of combat.

Considering how reluctant FDEV seems to be regarding adding hotkeys for a lot of modules that require fire groups (look how long it took them to add a hotkey for things like the EMP), keeping your groups trimmed down makes management of situation-specific additions such as KWS a lot easier when needed.
 
Hello

After two years of playing, I've finally got enough credits and I've bought an Anaconda. I've never flown a ship that has anywhere near as many hard points and I was just wondering what is considered standard best practice for grouping weapons?

At the moment I've got 3 Class 3 pulse lasers and 1 class 4 one, and I've assigned them all to one group and bound the 3 class 3 lasers to my primary fire button and the 1 class 4 one to my secondary. Should I have done something else?

Thanks,

Ackoman

This is one of those questions I would prefer to answer this way:

"This is a very good answer! I am glad that you asked it , because we feel that it touches central calues of our party, and as such this is of course very important to us. Recent researches have shown that far the largest part of new voters, seem to favour you policies on especially xxx as these are appealinf to the new generation but even the older generation have shown a tremendous support because of our family values plicy ehich has indeed done wonder tp especially those in highly competitive job sectors who are prone to outsourcing to foreign countries and I might add the we strongly support our Allies and friends abroad .... And on and on and on.
... So thank you again , I hope this answer was sufficient. Next question, please"

But I will just say, it depends hugely on weapons, weapon types, ship, ship purpose and what gear you play with (Hotas, MK ). You should play with it, learn it, as it might be a life saver. Same as Pip's.

Cheers Cmdr's
 
Using PAs, multis and missiles, i use the following.

Group 1 PAs on Primary
Group 2 MCs on Secondary
Group 3 Missiles and MCs on Secondary

Using the above, it's very easy to fire off missiles when needed (changing firegroup only turns the missiles on and off) and a good substitute for a third fire button.
 
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