PvP Lasers in pvp?

Does any one use lasers in pvp? And if so why?

Yea i do, but im odd and i refuse to use multicannons as i see them as OP and all the cool kids use them. Vive la differance!

So i use long range beams and bursts. Its a terrible choice as you basically have to have a faster ship than your oponant and sit 2k or so away from them and spiral around to dodge the multis and hit hard enough to win the fight before christmass.

Fixed multis do almoste the same damage per second as fixed beams. But they use pittance distributor, the tinyest snowflake of heat, and you can run them on a 9v battery and they have the fastest projectiles of any standard weapons AND have the moste ammo.

You can overcharge them with minimal drawbacks and make them thermal or corosive.

A 1600ms velocity means you can hit a target from 1.6k as long as it doesnt move more than the size of its siloete in 1 second every second.

AND due to the ammo they use can be made to do 30% even more damage with premium ammo.

A fdl with all overcharged multis can spit out about 120dps with 4 pips to shields. And the fridge light wont even blink as it does it.


(Can you tell i hate them and im so bitter about it lol)

So why use lasers? Yea they are hit scan but the damage drop off is 600m and a blind man snezing could hit a sidey at that range.. even inertial impact hits reliably at that range.
So what ya guna do? Long range! Great. Welcome to my club.

Yea you could go efficient and hug the enemy but they will still be doing more damage than you and then you should probably be rinning all frag cannons if your 600m from them.


I know wepon balance.. as if. I mean we still have shilds made of dimond encrusted andamantium (and aparently always will?) The whole issue became a hot potato long ago and Fdev use there oven gloves for baking not balancing.(and rightly so)

Realy im just venting... but am i wrong, to want to be different and still be competitive?

Yea yea plasma i know but thats a dissgusion for another day
(and they arnt lasers).
 
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Nice video.. now i know thats just one small pulse, but thats a long fight in any case, I have only fiddled with phasing brifly as i found the bleed damage to be pathetic and often i would breach the shields before the hull died. If that was a multicannon touting fdl, do you think the phasing would have killed it in time before you got ventilated? Even with 4 mediums?

I shal have to give it a go and see but im not 100% convinced of phasing as an option. But its now got me curious
 
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I usually don't look for PvP, which means that when a player attacks me I fight with whatever weapons I have. I had decent success with focused fixed lasers (either pulse or burst), some with phasing special effect. They're probably not as strong as long range but they have good maximum range, can't be dodged and actually do decent hull damage thanks to the increased piercing value. Also, no appreciable drawbacks on focused mods.

BTW I believe I managed to kill Threeofseven's Eagle a while ago using 3 focused pulse lasers on my Python ;-)
 
If im not set up for pvp, and i dont make combat ships for pve that are not, i will run regardless. Infact if im attacked buy and fdl or one of the big 3 i will run regardless as i just dont have time to deal with the shields. (Unless im melty mcmelt face my experimental conda.. then i will fight a big 3).
 
In terms of PvP lasers are woefully bad. Could use a buff but whatever.


Unless you are fighting a terribly built ship it's a straight up hill battle.

Poorly engineered ships aren't bad but well engineered ships are *a lot* of work.

Strange as synthed OC multicannons are just unreal in terms of damage vs a laser
 
Lasers aren't really in a great place, right now. The engineers + synthesis gave multis a hell of an edge. That said, I still like to have at least one gimballed laser of some variety on board for "keeping the pressure on", preventing shield recharge, and / or healing wingmates. The huge fixed beam is a nasty weapon, too, when fit for long range. Highly accurate, with unmatched DPS past a few km out.

I suggest giving long-range rails a try. I enjoy using the plasma slug variants. Good at module sniping, with solid overall damage and WEP efficiency. I don't suggest boating them, though- that heat gets brutal if you let your WEP cap get low.
 
Yea i find my self using rails instead of lasers for the most part right now. I tend to have a huge long range beam whenever i can.

I love to fly my vipers and eagles and small rails with thr right rolls can realy even some odds. Fsd missile and a plasma acc no lasers, but if i had one more hard point it would have a laser in it lol

Thermal conduit is my favourite thing ever on beams.. as insaine as that option can become.
 
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ALGOMATIC

Banned
The main issue with them they are low dps against hull, and against shields, we have the thermal resistant mode which makes thermal weapons usless against shield as well.
Besides they are pip hungry. There is no point in them in PvP.
 
Vulture with fixed rapid fire G5 phasing pulses (note, there was a bug in 2.3.11 that occasionally made weapons fire invisible):

[video=youtube;NBmhBffwo2Q]https://www.youtube.com/watch?v=NBmhBffwo2Q[/video]

[video=youtube;rc5OcGWLAm8]https://www.youtube.com/watch?v=rc5OcGWLAm8[/video]

...more of a novelty build than anything, but very effective against those that ignore hull integrity.

Corvette with fixed huge efficient G5 beams (no particular order):

[video=youtube;YMeP6w6k-40]https://www.youtube.com/watch?v=YMeP6w6k-40[/video]

[video=youtube;NRilMNkY34c]https://www.youtube.com/watch?v=NRilMNkY34c[/video]

[video=youtube;zfby-LA5GGQ]https://www.youtube.com/watch?v=zfby-LA5GGQ[/video]

[video=youtube;JwdnBh1HWzA]https://www.youtube.com/watch?v=JwdnBh1HWzA[/video]

[video=youtube;cgH4F20lxlI]https://www.youtube.com/watch?v=cgH4F20lxlI[/video]

[video=youtube;LyX8oPhgPZ8]https://www.youtube.com/watch?v=LyX8oPhgPZ8[/video]

[video=youtube;bz8_Yv3Qwig]https://www.youtube.com/watch?v=bz8_Yv3Qwig[/video]

And, of course, sometimes the only ship you've got handy that can keep up is a fixed beam Taipan: https://youtu.be/jQRlbPmQFAc?t=294

Does any one use lasers in pvp? And if so why?

Yes, because they are hitscan and aren't ammunition dependent. They are rarely my only weapons however, except on my Vulture.
 
As a predominantly shieldless pilot, I'm gonna go ahead and say Malfunction lasers are lol.

Thats the only thing I can think of running PVP wise.

Everything else is PAs, Frags, rails, and multicannons.
 
As a predominantly shieldless pilot, I'm gonna go ahead and say Malfunction lasers are lol.

Scramble spectrum occasionally produces a nice malfunction, but only rarely is it a deciding factor.

Still, it's useful enough that I went out and spun up a scramble pulse turret for my vette, as some other loadout changes have been preventing me from powering my old scramble burst turret.
 
They have uses, despite abysmal DpE compared to kinetics. The main one is in being hitscan; a multicannon is useless beyond around 1k meters or so, give or take based on opponent ship size and evasion skills, simply because they'll be somewhere different by the time the projectiles catch up. A long-range fixed laser can conversely hit a target consistently at several k meters if you have da skillz for them, and because you don't need a reticle you aren't punished by TLB plasmas or chaff so much.

As synth took a boot to the mechanics face, it's also handy atm to not have a loadout relying too heavily on ammo - and if turrets are your preferred method of applying emissive etc., better they don't need to be fed ammo.

At closer ranges though if someone's pouring MCs into your face a reliance on lasers will get you creamed.
 
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On the ships I fly where the damage mainstays are lasers, the DPE disadvantage is not a severe one. Firing periods are either brief enough that the WEP cap will be replenished during periods of not firing before I bottom it out, or the lasers and capacitor are sufficiently modded to the point where they can be fired near indefinitely, with minimal sacrifice to other areas, if I'm on the ball with pip management.

Yes, I would probably be mounting more MCs on everything if TLB wasn't a thing, but TLB is very much a thing. Since I started to transition to more laser heavy setups (especially on larger ships) sometime in 2.2, I haven't really looked back.
 
Kudos to the Pottzmeister for running an unfashionable ship in PvP! +1

One question: FASs spend a lot of time facing you in most fights...let alone with your tactics. Why didn't you target the vulnerable PD?

...or do you just like toying with your victims?[big grin]

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.
 
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.

In my experience, disabling the PD outright (via damage or turning it off) has always locked pips as they were, but malfunctions would randomize them, and they would usually malfunction several times in rapid succession before failing. Do malfunctions no longer do this?
 
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