Plasma Accelarator's upcoming "kame hame ha buff" - Is it appropriate or a no go ?

Plasma Accelarator's upcoming "kame hame ha buff" - Is it appropriate or a no go ?

  • It needs further buffing - increase its base damage by 1000²²²²²% so that it causes a blackhol

    Votes: 46 69.7%
  • It needs further buffing - make it capable of reaching planet-busting scale

    Votes: 31 47.0%
  • It needs further buffing by increasing its fire rate to Multi-Cannon range

    Votes: 29 43.9%

  • Total voters
    66
  • Poll closed .
Against a Corvette/Cutter I usually do 80% hit rate. Against an ASPE I usually do around 50% and against some agile Couriers or FDLs I usually do around 15%. This assumes they all have G5 DD, ofcourse.

thanks for sharing these numbers. i feel less bad with PAs now ... and that's with medium PAs with increased projectile speed on my DBS.

time to train with them!
 
Against a Corvette/Cutter I usually do 80% hit rate. Against an ASPE I usually do around 50% and against some agile Couriers or FDLs I usually do around 15%. This assumes they all have G5 DD, ofcourse.

Now I can choose between long range and/or overcharged/efficiency.

Ultimately if I feel I am too bad for PAs I go for long range and if I feel I can finally hit with those I get myself some efficiency or overcharged ones.



It punishes those who are not good enough and this is good. As well as it rewards those who can actually use them.

PA's possess slow-moving ammo in nature. For that reason the G5 DD tuning generally deteriorates the hit rate of PA's without mods rising its bullet speed to adapt to the ship's trajectory. That makes striking comparatively harder and enables smaller highspeed crafts to simply outfly them, thus decreasing the chance of a successful hit tremendously.
 
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Seems like a bug on the math behind the range mod.

well, in space there should be close to no distance damage penalty, but there is. there also should be no maximum distance, but there is. projectile weapons loose energy (damage) over distance, and they have a maximum distance.

so, ED bullets behave like if they were fired in an atmosphere without G (straight line, but loosing speed). with that, the buff in projectile speed makes sense - you need to give the projectile more speed to fly further.

no G, but atmosphere also explains the maximum distance - you can only put that much energy into your projectiles.

we are just missing an acceleration of projectiles ... they should hit hardest at their medium range. :)
 
I don't think that a big ship or FdL loaded with heavy duty boosters providing preposterous Mj undreamt of before 2.1 needs to be too worried about being fired at by the most distributor wep-cap demanding weapon in the game.

Absolute damage negates vulnerabilities but also resistances. A resistance-focussed loadout doesn't have raw MJ, but a positive value in all resistances. These will be ignored. If you mod your shield boosters and generator with resistances, against plasma they will be as if unmodded (plus the 35% overall damage buff to plasma). The winner here is the raw MJ stacking builds, because for them nothing changes, and plasma buff and absolute damage might even cancel each other out for them.

Yes, this was precisely my point. The tipping point from resistant boosters to heavy duty boosters (assuming thermal resist shield) is reached after only around 2 boosters.

So a min/maxed base shield FdL may have 2 resistant boosters and 4 heavy duty. A min/maxed Cutter or Corvette, 2 resistant boosters and 6 heavy duty.

As Crimson Kaim has said, a credible opponent in a FdL will not be hit often by plasma.

The Cutter or Corvette guys will be hit but will still possess immense Mj reserves even without their resistance mods (and even if they allocate some utilities to other items). They still have far more effective hp against 2.2.3 plasma than they would have had against 2.0 plasma.
 
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Plasma Slug special effect using fuel instead of ammo? So technically I could load my ship up with extra fuel tanks for extras shots?
 
Plasma Slug special effect using fuel instead of ammo? So technically I could load my ship up with extra fuel tanks for extras shots?

i have no problem in my DBS using double plasma slug railguns or PA - but the DBS has a massive fueltank. i run out of MC ammo (small, corrosive, g3 increased ammo...) before running tank half empty.

I'm actually not sure about the amount taken - is it fixed? is it a percentage of fuel? does it depend on weapon size?

anyway, i guesstimate when you go into combat with a full tank, you should be able to fire 1 hour on a FDL or similar.
 
Previously the only time I ran out of fuel in the game was in my FDL on a Nav point hunting engineer goodies and forgot to check my fuel....

Thank goodness for the fuel rats!
 
I can't wait to tell my friends (who play Elite casually/PvE) about this, as they are already afraid of NPC plasma accelerators. :D

Can't say I'm personally afraid of the NPCs though, in the current form, I'm dodging PA shots in combat zones with little effort in my big fat target of a Clipper.
If the plasma accelerators also get a relatively large projectile speed boost, that's a different story. :eek: (but that's not on the table yet)
 
I can't wait to tell my friends (who play Elite casually/PvE) about this, as they are already afraid of NPC plasma accelerators. :D

Can't say I'm personally afraid of the NPCs though, in the current form, I'm dodging PA shots in combat zones with little effort in my big fat target of a Clipper.
If the plasma accelerators also get a relatively large projectile speed boost, that's a different story. :eek: (but that's not on the table yet)

They did get one with 2.1 iirc. Basically they're the speed c2 cannons used to be (which also received a velocity boost.)

The big question is what will this do for SLFs armed with plasma which has a signifcantly higher muzzle velocity. :)
 
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