Engineers Multi-Servos vs. Oversized

3.0 Engineers have introduced these two new experimental effects. For multicannons the choice seems to be clear - rather a direct additional 3% of damage compared to an increased fire rate by 3%. Both effects come with a 5% increase in power draw. So for lasers it seems to be a zero-sum game. I don't get the idea behind introducing to more or less identical effects. Or do I miss something here?!
 
Multi-servos increase rate of fire, which effectively increases distributor draw. Thus, it is always better to choose Oversized.

Both are bad choice for multi-cannons. Always choose Autoloader.
 
Sounds absolutely reasonable. Sustained DPS is definitely strongly increased by autoloader by cutting the reload time. But whatever was intended by multi-servos is beyond my imagination.
 
Sounds absolutely reasonable. Sustained DPS is definitely strongly increased by autoloader by cutting the reload time. But whatever was intended by multi-servos is beyond my imagination.

I haven't found any practical use for them.

They may seem good for Rapid Fire mod... but Oversized in fact gives the same DPS increase. Even on G5.
 
They may seem good for Rapid Fire mod... but Oversized in fact gives the same DPS increase. Even on G5.

Exactly. And rapid fire is long dead since its last nerf. Overcharged is better by all means because rapid fire increases heat, jitter and got the armour piercing bonus removed.
 
Exactly. And rapid fire is long dead since its last nerf. Overcharged is better by all means because rapid fire increases heat, jitter and got the armour piercing bonus removed.

It was always dead on multicannons because of jitter. It had seen some use on pulse lasers in 2.2, but was nerfed to the ground in 2.2.03 (and pulse lasers got buffed Long Range, which is now standard mod for them).

Today, the only thing to use Rapid Fire on is frag cannon with Screening Shell, in order to get reload time of less than one second.
 
But whatever was intended by multi-servos is beyond my imagination.

Thermal builds? I mean, no one's going to run them because they've been nerfed into the ground, but I suspect the MS mod is there for builds that utilise stacking debuffs. There could also be a place for offsetting lower rate of fire caused by negative effects, or buffing larger hardpoints to fire more rapidly to line up with smaller ones.

No big uses for the mod, but some.
 
Thermal builds? I mean, no one's going to run them because they've been nerfed into the ground, but I suspect the MS mod is there for builds that utilise stacking debuffs. There could also be a place for offsetting lower rate of fire caused by negative effects, or buffing larger hardpoints to fire more rapidly to line up with smaller ones.

No big uses for the mod, but some.

You can't run both thermal shock and multi-servos on one gun.

According to Inara, Multi-servos can be used on following: Pulse Lasers, Burst Lasers, Cannons, Multi-cannons, Plasma Accelerators, Rail Guns, Fragment Cannons.

Let's exclude burst lasers right away - just like rapid fire, multi-servos are less effective on bursts due to burst mechanics.
Multi-cannons have extremely potent Autoloader. There is simply no reason to use anything except it and Corrosive.
Cannons and PAs are high-damage-per-shot weapons with very slow ROF. No sense to increase it by 3%, you won't get a machine gun. Install Oversized, those meek 3% give a good boost when your damage is already high (and they would give even more on Overcharged). Not to mention there are more useful effects.
Any Fragment Cannon should use Screening Shell, no exceptions. If your frag lacks it, it's a bad frag.
For Railguns, installing anything except three "classic" mods with -40% thermal load is just plain stupid.

This leaves us with pulses. No useful specials for PVE, but Oversized is better anyway, since it doesn't add extra distributor draw. For PVP, there are some useful specials, so better use these (and if you don't need them, use Oversized).
 
Last edited:
Exactly. And rapid fire is long dead since its last nerf. Overcharged is better by all means because rapid fire increases heat, jitter and got the armour piercing bonus removed.

Disagree, overcharged raise the distributor draw by +35% while rapid fire lower them by - 35%

That's huge difference for sustained pulse laser fire.

IMO rapid fire pulse is on the top (maybe not the absolute best, but high ranked) of engineered laser build.
 
Disagree, overcharged raise the distributor draw by +35% while rapid fire lower them by - 35%

That's huge difference for sustained pulse laser fire.

IMO rapid fire pulse is on the top (maybe not the absolute best, but high ranked) of engineered laser build.

LOL.

For every weapon except beams, distributor draw is measured per shot, not per second.

Second, you still have damage falloff - now with added jitter.

Rapid fire pulses are useless against anything but big ships, and even then only at short distances. That's why everyone uses long range (or focused for small and medium variants).
 
Have one of each on my Corvette at the moment and looking to compare time-to-thermal overload for at least one piece of data....
 
what are you talking about? the experimental effect multi servos (wich is the rapid fire) it does not add any jitter thats what OP is talking about.
its multi servos vs oversized and he's right about for lasers it really would'nt matter, except I would argue that with increased fire rate your average hit rate would go up.
 
what are you talking about? the experimental effect multi servos (wich is the rapid fire) it does not add any jitter thats what OP is talking about.
its multi servos vs oversized and he's right about for lasers it really would'nt matter, except I would argue that with increased fire rate your average hit rate would go up.

I have re-read OP 10 (ten) times and haven't noticed even a single mention of jitter.
 
I have installed 4 efficient turreted pulse lasers with multi-servos on my Python... I didn't notice any substantial change so far (I don't use the ship for combat or combat related missions, as it's my "peaceful" mission hoarder).
 
Disagree, overcharged raise the distributor draw by +35% while rapid fire lower them by - 35%

That's huge difference for sustained pulse laser fire.

IMO rapid fire pulse is on the top (maybe not the absolute best, but high ranked) of engineered laser build.

I agree with you I have both OC and RF on my 2 FCs and for me I have always used EDShipyard to calculate sustained DPS both on armour and shields. I get better sustained DPS with rapid fire. I have 0.5 degree jitter which for me doesn't effect thinks at all. I have calculated sustained DPS for all possible combinations and the best is 3MC RF in the 4 and 3 slots all rated to 5 maxed out. The rest long range Bursts or if you can beam laser efficient 4 and above. I have calculate drop of for the beams and the DPS is still better than long rang burst at 2km. I fight mostly between 1-2km so this is ideal. The beam set up gives you infinite burst duration so is effectively sustained dps. The LR L3 burst oversized give 2m 44s burst duration, which in combat is effectively continuous weapons fire.
 
Shouldn't the main benefit of MS be accuracy? It is impossible to calculate it into DPS but it should be a large factor in turreted and gimballed weaponry.
 
Shouldn't the main benefit of MS be accuracy? It is impossible to calculate it into DPS but it should be a large factor in turreted and gimballed weaponry.

I have 4 turrets and +3% on pulses means I can fire 3 shots more every 100... or 12 over 400 shots considering all the turrets!

It seems a very poor benefit. :rolleyes: IMHO it should be increased to at least +5%...

May be it works better for bursts...
 
Back
Top Bottom