....but I'm not really interested in Liz Ryder's upgrades, so I 'm thinking of upgrading torpedo pylon to G3 just so I can move on to the upgrades I actually want. Any helpful suggestions would be more than welcome 

This reminds me of the skill perks in Skyrim, sometimes you have to pick a perk you're not interested in to get to the one you want. Game mechanics 101!!Yup. Do that for any engineer - pick a module / recipe that you have enough mats for and upgrade it until you get the engineer unlocked at the level you want.
Okay, just need to find 200 land mines now. Hope I don't blow my ship up by accident!This reminds me of the skill perks in Skyrim, sometimes you have to pick a perk you're not interested in to get to the one you want. Game mechanics 101!!
Okay, just need to find 200 land mines now. Hope I don't blow my ship up by accident!
Roughly: 3, 12, 48, 192 (the first two are definitely right, the last two are slight underestimates)Just remember that the amount of low level mats you need goes up drastically from the number for the previous level.
4
8
24
48
72
Or something along those lines.
Apologies, I havn't been following my own thread! Too busy working, and playing ED! So I just googled landmines a few hours ago and it took me to eddb, which led me to Foale Installation. Got the landmines, upgraded a couple of seeker missile racks to G2, now G4 with Liz and off to see Hera Tani next! Thanks for the advice guys, I'm 1 step closer to having long range beam weapons! Or should I go with efficient....Landmines are a commodity.
Currently cheapest at Foale Installation, in Rugai, apparently, although lots of places sell them pretty cheap.
https://eddb.io/commodity/121
+EDIT+
Regarding Liz Ryder, I'm currently having some fun with an iCourier fitted with a pair of light-weight packhounds c/w the drag XFX and an Imperial Hammer rail-gun.
Might be worth buying half a dozen seeker missile racks and modding them to rank-up with her.
Ideally, do the PP to buy some Packhounds and then apply mod's to those.
Long range + thermal vent is what I use, as long as your distributor can support them (charge enhanced + super conduits)...I'm 1 step closer to having long range beam weapons! Or should I go with efficient....![]()
I'm 1 step closer to having long range beam weapons! Or should I go with efficient....![]()
The fall-off without Long Range is steep enough on lasers that it works better than Overcharged (and much better than Efficient) even at 1.5km. But certainly only worth it with fixed lasers if you can aim well, since the jitter on gimbals will miss too much even at that sort of range.Theoretically, you could build some kind of "sniper ship" and try to attack other ships from more than 3km away.
I like to use the beams to strip shields away then go in for the kill with multi cannons. Only play in solo (so far....), so don't need a pvp build atm. Once all my ships are fully engineered then I may go out into the open waters!Me, I like to be able to read the manufacturer details on the tailpipes, so I go efficient to maximise how much I get out of the PD. As Ian Doncaster says though, there are more effective weapons than beams for me nowadays. The only place I really have for them is turrets on the nacelles of my Cutter so I've got more distro charge for the hammers.
Efficient for sure. You can tape down your fire button and just concentrate on aiming!Thanks for the advice guys, I'm 1 step closer to having long range beam weapons! Or should I go with efficient....![]()
You're probably right in all this, but I only play PVE and I haven't had a problem using LR yet in my Corvette.Personally, I think the two most useful mod's for beam lasers are either Efficient or Overcharged.
Use Efficient on ships where you just want to keep firing and use Overcharged c/w the Thermal vent XFX when you plan on "dogfigthing" at close-range.
IMO, Long-range is probably the worst choice in a couple of ways.
It doesn't inflict as much damage as Efficient at close range but it does drain your PDist much faster, and generates much more heat, which means you can't keep on firing.
Obviously, it should provide an advantage at long range, except that it's much easier to miss at long ranges and, let's face it, combat only happens at long range if you're determined to make it that way.
Theoretically, you could build some kind of "sniper ship" and try to attack other ships from more than 3km away.
Trouble is that, again, Long-range lasers don't generate a great deal of damage so you won't be delivering any devastating attacks with them, it's much easier to miss at long range, your PDist will be drained quickly, if you do succeed in inflicting significant damage on another ship, they're likely to pop an SCB and send you back to square one and, as you're trying to do that, the other ship is going to turn and head toward you at full-speed, thus meaning you're going to have to run away from the ship you're attempting to attack, simply so you can maintain your preferred distance and continue to do small amounts of damage from safety.
Yeah, I know, it's sooo hardNested level engineers. Such a <pain>
Should have made them all public info from the start.
As if the material grind wasn't bad enough.