Engineers Inertial Impact on Burst Lasers is HORRIBLE!!!

Why hasn't anyone mentions how much these suck? I made the apparently poor decision to put 2 G5 Overcharged Huge Gimballed Burst Lasers on my Corvette with Inertial Impact and the Jitter that's added makes hitting anything that's not the size of an Anaconda from further than 600m IMPOSSIBLE. I didn't know how utterly useless this experimental upgrade was, it said it added jitter and I figured "Ok well I've ran G5 Rapid Fire before and that's usually a none issue" These things have 3 degrees of jitter, from ZERO. Why is this a thing? Who said yes this is a good trade off, lets make these do Kinetic damage too, but make them so inaccurate they can't hit anything with them.

Is this intentional? Is this going to be looked into for tweeking? Don't get me wrong these things on G5 Over charged huge burst lasers hit like a truck but what good is that if they can't hit anything?

Suggestion change the added jitter from experimental from 3.0 to 0.25 or 0.35 and reduce the damage bonus effect I'm currently getting 119% and 122% increased damage/damage per second on them.

They should function more akin to Incendiary Munitions for multi-cannons by converting roughly 20% of the total damage to Kinetic and only amplifying the overall damage about about 10-20%. Or keep it at a 50/50 split but only increase total damage by about 20%, instead of 50% (making them way WAY too strong if they get an accuracy adjustment)

I want to love these things and like I said OMFG they hit hard, but they can't hit anything to save there lives.
 
I have to agree that the Jitter value is a bit insane. Even more so that i can actually affect fixed weapons.
 
https://forums.frontier.co.uk/showt...ects-of-weapon-special-effects-complete-table

I gues those informations should be in game, but sadly they are not :-/

Yeah I wish the actual effects were explained before applying. I've always been curios about Inertial Impact because they sound really cool, just never bothered because up until recently Burst Lasers didn't have G5 upgrades. I didn't find out how bad they were until I rolled 2 Huge Gimballed Bursts with it, running them for a bit in a Haz res/conflict zones, and googled Interial Impact as I'm not the only one completely baffled on how terrible the negative effect is.

Things hit incredibly hard and increase damage 50% (which is way too high of a bonus I feel like) if they ever reduce the jitter, which I hope they do. So for now I'm storing my 2 Over Charged Inertials and hoping a future update will make them viable beyond barrel stuffing range.

As a test I was firing 2 of them on my Corvette at a buddies Python from about 800m with the largest profile of his ship facing me and after multiple bursts only 2-3 of the 6 projectiles per burst would connect, and anything smaller and it was pretty much a waste of distributor firing them.

Frontier if one of you guys sees/reads this please rework Interial Impact for Burst Lasers.
 
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I got one of these for the lolz a while ago. I don't use it at all. It's like a blind man throwing a javelin - I think the jitter is even worse than yours!
 
The jitter is outrageous. Cytoscramblers can kiiiinda get away with it since they're an anti-shield (much bigger target) weapon, but adding that much jitter to a kinetic weapon? No thanks. Sadly, though many people have mentioned this, frontier hasn't seen fit to do or say anything about it.
 
People have been yelling to get this effect adjusted to at least a reasonable level of useable for ages, but alas, it has been overlooked, again.

Either the jitter needs to be brought down so you can reliably hit a capship from 1km away, or its damage output should be wound up even further so its a passible ammo-less substitute for frag cannons.
 
People have been yelling to get this effect adjusted to at least a reasonable level of useable for ages, but alas, it has been overlooked, again.

Either the jitter needs to be brought down so you can reliably hit a capship from 1km away, or its damage output should be wound up even further so its a passible ammo-less substitute for frag cannons.

Its damage already fulfills that roll, I have 2 Huge Gimballed with G5 Over Charged and both have over 50DPS, they just can't hit a damn thing that's not Type7 sized or larger and more than 500m away.
 
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Should just make it behave like bursting laser, give it huge damage on hit but very slow rate of fire (add more drawbacks if necessary), basically change burst into poor man's PA & rails.
 
Should just make it behave like bursting laser, give it huge damage on hit but very slow rate of fire (add more drawbacks if necessary), basically change burst into poor man's PA & rails.

I think that would be a fair down grade if they get rid of the jitter negative effect and just make the things fire in a much slower burst to compensate for the massive increase in damage.
 
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