Kinetic Weapons

So I have been watching ED videos and some of the threads and I have noticed that energetic weapons (pulse/beam lasers) are preferred.

Can anybody explain why kinetic weapons (guns/missiles) are rarely seen?
I understand that ED has a munitions requirement for kinetic weapons, but I am unaware if that takes up storage within the ship.
 

stormyuk

Volunteer Moderator
So I have been watching ED videos and some of the threads and I have noticed that energetic weapons (pulse/beam lasers) are preferred.

Can anybody explain why kinetic weapons (guns/missiles) are rarely seen?
I understand that ED has a munitions requirement for kinetic weapons, but I am unaware if that takes up storage within the ship.

I think its convenience mainly, especially in PvE. If you are killing NPCs you don't need to replenish ammo with laser weapons, with multi-cannons etc you eventually run out of ammunition so have to go and dock to replenish or use synthesis if you have the materials.
 
your impression isn't correct, especially in pvp there are a lot full MC loadouts running around (best damage per energy), and also longrange-railguns.

for pve see above - many, but not all cmdrs dislike reloading.

missiles are seriously ammo restricted, but you can find quite a few single-engagement builds with them (pvp and pve - pve especially on mission runners)
 
your impression isn't correct, especially in pvp there are a lot full MC loadouts running around (best damage per energy), and also longrange-railguns.

for pve see above - many, but not all cmdrs dislike reloading.

missiles are seriously ammo restricted, but you can find quite a few single-engagement builds with them (pvp and pve - pve especially on mission runners)
 
Never really had an ammo problem with the multi cannon. If you're bounty hunting in a Res site and get low on ammo it's probably time to hand in the bounties.
Lasers kill shields quicker than kinetic and kinetic deals better damage to armour. In the past I always load both
 
Best all-round load out for pve is a combination of lasers (best for bringing down shields) and kinetic (best for chewing through hull and internals (I usually load multi-cannons)).
 
Best all-round load out for pve is a combination of lasers (best for bringing down shields) and kinetic (best for chewing through hull and internals (I usually load multi-cannons)).

This is what I did when playing on PC, and flying an Asp for "defence with teeth". Gimballed burst lasers to take down the shields, then gimballed multi-cannons to destroy the hull.

Most of the time, though, I flew cargo or survey ships, and loaded mines ECM's and Chaff modules, as defensive a load out as I could get :)
 
Many ships will come with different sized weapon. If I remember correctly, it was usually best to put the energy weapons on the lower sized slots and kinetic in higher seized slots. The reason being that there is no/little reduction to damage for shields. Larger hulls though will take reduced damage from smaller weapons. With that type of setup, you maintain good damage against both shield and hull. This can be handy in the Viper and Cobra.
 
If you want to really know the differences between kinetic and thermal (laser) weapons, you need to read this thread:

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

WARNING: a lot of numbers; tables of numbers; discussion of numbers.



You pick your ship's loadout by the activity you want to do. Sustain (typically PvE) requires a different setup to burst (typically PvP), or weird wing builds (say you outfit to drop shields with Reverberating Cascade torp silent running build).
 
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As above, run both

I have a Viper MKIV for RES sites and i run two gimballed beams in the small hardpoints and two medium fixed multi's in the Medium. They Multi's are fixed due to the harpoint placement on the ViperMKIV, but they do their job and with some engineering, are lethal

I've got an A rated PP and PD and the beams can rip down shields with all pips to wepaons
 
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