A small turreted pulse laser with long range and emisive mod is good for dealing with stealth ships
Removing the PD is pointless vs some builds, there was a time when removing the PD would balance the pips but now it just locks them in there they are. Some builds can roll with 3-2-1 with no problem so there is no need to move their pips and if they lose their PD it means nothing really. it comes down to how their ship is built but in most cases its pointless to take their PD.
Now with my build, since lasers are so stupidly bad for DPS most of my kills are from snipes, this means I have to find a way to break as much of their ship as I can. the Missiles are used to remove their weapons and somewhat balance DPS vs my opponent, the lasers will then work the their hull and modules, once I break enough stuff most players will attempt a reboot, in this time I can get on top of their power plant and snipe it for the kill. this can happen any time really since it totally depends on the player I am fighting but with some cases I have killed a FAS at 80% hull.
I will post a more recent fight in few min.
Just with regards of reboots, it just brings your modules to 1% integrity, in the case of weapons they keep on malfunctioning so they are essentially useless, basically when the weapons are damaged all is left is running.
Also regarding missiles, why dont you mod them for rapid fire and damage the module quicker?
Rapid fire is nice but I am often found in wing fights with upwards of 6 people so having a higher capacity helps disabling multiple targets, rapid fire could potential be better for a 1v1 style thing though I haven't tried it so I don't know... I will mod them today and take a look.
As for your weapons being at 1%, AFM helps with my build but its also worth pointing out that hull tanks should be running study mounts if you don't want your guns shot off, even though the missile is effective my lasers can also be used to shoot weapons off with relative ease.
You are correct re sturdy mounts and AFM. But sturdy takes a DPS hit and AFM eats an HRP spot, and I cant remember the last time i saw anyone with seakers, not popular at all in PVP imo, for the occasional time I meet someone I will take the loss.
You are correct re sturdy mounts and AFM. But sturdy takes a DPS hit and AFM eats an HRP spot, and I cant remember the last time i saw anyone with seakers, not popular at all in PVP imo
Removing the PD is pointless vs some builds, there was a time when removing the PD would balance the pips but now it just locks them in there they are. Some builds can roll with 3-2-1 with no problem so there is no need to move their pips and if they lose their PD it means nothing really. it comes down to how their ship is built but in most cases its pointless to take their PD.
Now with my build, since lasers are so stupidly bad for DPS most of my kills are from snipes, this means I have to find a way to break as much of their ship as I can. the Missiles are used to remove their weapons and somewhat balance DPS vs my opponent, the lasers will then work the their hull and modules, once I break enough stuff most players will attempt a reboot, in this time I can get on top of their power plant and snipe it for the kill. this can happen any time really since it totally depends on the player I am fighting but with some cases I have killed a FAS at 80% hull.
I will post a more recent fight in few min.
Ahh, good answer! I thought it malfunctioned randomly too...although imo you would have sniped the PD really fast in that fight.
What specials are on your lasers? - I can't see, 'on my phone right now!
& where's this other fight^?
Lasers are really viable .. they have stupid experimental effects except for emissive munitions so going clean or full phasing like I do is viable. Also laser are hitscan which is a real powerful point to consider in the current meta. Lasers are best used on nimble ships or as a surpressing weapon to counter biweave and deal force opponents to go 4 pips to SYS or deal full damage, which ultimately is a good source of damage.
Lasers are not good vs hulltanks or hybrids due to the lack of anti-hull/module experimental effects so you better combine it with 1-2 railguns and their effects
Most malfunctions can be shrugged off.
It's the powerplant one in particular that gets me. I have my power priorities set for the worst case scenario, so I can escape with a damaged plant.
Unless my priorities got switched around, it seems it doesn't cause a 50% malfunction, but totally shuts it off.
Unless my priorities got switched around, it seems it doesn't cause a 50% malfunction, but totally shuts it off.
Disclaimer: 'Fatboy' refers to Harry's ship ofc...I'm definitely not casting any aspersions about his voluntary calorific intake:exercise ratio.[big grin]
https://www.youtube.com/watch?v=KZVdbyxFixg
As your video shows lasers clearly need a damage buff, this video also shows how well engineered my Armour is, I had 2 corvettes and a vulture attacking me plus NPCs.
One, I had no control over that scenario; two, the Corvette - singular - that attacked you (the other was simply shooting AI targets out of range) came in right at the end with poor fixed weapon aim & the NPCs did virtually no damage to you, I did at least 90% of that damage, as you well know!
I don't argue with the laser damage argument & yep your ship is well armoured, no doubt & although I generally hate boost FAOFF reverski merchants, you are forgiven since you were in a Dropship. My Vulture & its 5 remaining SCBs would have taken you down, no problem.
I even took pips out of sys because you were zero threat, despite my crap hotas X, no track IR & malfunctioning, intermittently random firing pacifiers; then on top, factor-in your micro-gimbal LR lasers which are pretty easy to use & no skill seekers & it's oh dear, SDC membership rescinded...apart from as a performing monkey, maybe!
Casual gamer 1 SDC monkey mascot 0 [big grin]