How effective are Experimental effects of PAs ?

I can't find anything on Target Lock Breaker, Dispersal Field and Dazzle Shell. The last one I am not even sure what a sensor disruption even mean in real game play. How effective are those and how long do they last after a hit? Any videos that show case them? In theory this seems like a way to counter gimbals and Seekers, but is it really effective?
 
I can speak to target lock breaker and dispersion field. For me, they very effective in PVE. I have had a few pvp encounters with players using both, and if you have gimbals or turrets you're screwed. Its like perma-chaff when fighting someone that can land shots frequently. Especially if they have the Powerplay advanced plasma accelerators.
 
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Dispersial field is a good basic effect that confuses gimbals and turrets on your target and thus highly effective anywhere. TLB is good for PvP and has no effect in PvE. Dazzle shell has basically no effect and gets countered by emissive munitions that negates the dazzle effect afaik.

On the other effects: Phasing is not too good on PAs due to high distro draw, thermal conduit is for dare devils and can increase your damage up to 30% (11% at 100% heat).
The remaining effects are basic effects like oversited in case you have nothing left to throw on. Would always take another TLB over overseized in PvP, however, in.PvE a third oversized PA might be useful.
 
TLB is every PA user's favorite, at least when it comes to fighting other CMDRs. It simply causes the target to have lose lock every time they are hit by the effect. A very strong counter to subsystem targeting and seeker locks. Moderately useful against projectiles and anything gimbaled in general. Mostly useless against fixed hiscan, except at extreme range or when they are going for a specific sub-system. It's of limited utility vs. NPCs as they don't subsystem target and reacquire lock almost instantly.

Dispersal is handy vs. gimbals and turrets. It functions like a single target chaff that has a cool down and can significantly extend the utility of chaff; you chaff once the dispersal effect fades on the target and by the time the chaff expires, the cooldown on dispersal will be up and you'll likely have landed another dispersal shot.

Dazzle is of more limited utility. It reduces the resolve range of sensors to a very low level, but since you've just shot someone, you're at least partially resolved to them anyway, so it's net effect is minimal outside of wing fights/support roles (where preventing someone else from being targeted is a big help), except for reducing gimbal tracking arc.

TLB's effect is generally most pronounced, most universal, and lacks a cooldown, so this is what you should take first, and probably second (on separate triggers, ideally). If you have more than two PAs, you can take the other effects.
 
Phasing is very powerful on PAs, especially against paper hull shieldtanks, and it has nothing to do with distributor draw.

I'd rather use my full phasing pulse laser - flechettes loadout. More hitrate, same effective DPS at the benefit of less distro draw.
Alternatively I enjoy bombing people.
 
Phasing is very powerful on PAs, especially against paper hull shieldtanks, and it has nothing to do with distributor draw.


As I understand (and have found in practice) PS is only any real use if you apply it to all your PA's (excepting maybe 1 TLB). Then it becomes quite useful.
 
I'd rather use my full phasing pulse laser - flechettes loadout. More hitrate, same effective DPS at the benefit of less distro draw.
Alternatively I enjoy bombing people.

Lasers need much more ToT and generally make you more vulnerable than PAs (because you need to keep pips on WEP to avoid overheating - but it depends on ship type / distributor class etc.).
 
No love for Thermal Conduit? Shame!

Increases damage based on the heat level of the ship. Pretty sure 80% heat gets you 10% damage and 100% gets you 60% damage bonuses. Only need to hit the heat level when you pull the trigger. Some builds are very effective at juggling your heat levels. Massive oomph!
 
No love for Thermal Conduit? Shame!

Increases damage based on the heat level of the ship. Pretty sure 80% heat gets you 10% damage and 100% gets you 60% damage bonuses. Only need to hit the heat level when you pull the trigger. Some builds are very effective at juggling your heat levels. Massive oomph!

Read my comment above.
100% heat gives 11% damage bonus.
160%+ heat gives 30% damage bonus.
 
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