Engineers Plasma Accelerator Experimental Upgrades - Which are useful?

Do any mods effect Projectile speed at all? My light weight Class2 PA move at 850 mps, where as my Short Range Blaster 5 Grade Class 4 PA goes at around 350 mps. I'd really love to be able to increase projectile speed on the higher class projectiles.

I only noticed this after I'd engineered them, and surely the class 4 PA isn't 350mps by default
 
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Do any mods effect Projectile speed at all? My light weight Class2 PA move at 850 mps, where as my Short Range Blaster 5 Grade Class 4 PA goes at around 350 mps. I'd really love to be able to increase projectile speed on the higher class projectiles.

I only noticed this after I'd engineered them, and surely the class 4 PA isn't 350mps by default

Yes, two mods (focused and long range) increase range and one mod (short range blaster) decreases range.

All three of those then do the same thing to projective velocity and damage:

- They adjust projective velocity in line with the % increase in range, eg, +100% range = double velocity, -50% range = half velocity

- They re-map the damage fall-off calculation in line with the new range: the curve is the same but across the whole new range, meaning that long range weapons retain good damage at say 2 km whereas short range weapons have reduced damage within the upper reaches of their reduced range.

(Note however that cannons do not have damage fall-off for range. Plasma does but it isn't too bad.)

Basically though the combination above makes the focused mod (which has few downsides) quite good, the long range mod (which has considerable downsides) mediocre and the short range blaster mod absolutely dreadful.

If you put a g5 Focused on your c4 PA you can get the projective velocity up to 1,700 mps (higher than a multi-cannon) with a good roll.
 
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Dazzle shells

Well i can say about DAZZLE SHELLS are that they are on the wrong weapon in this case.

While DS(dazzle shells) are great for ships with low heat output (cool runners ,Sillent runners) they are uselles for normal ships.

While getting hit by a dazzle shell... a ship that is fighting a SR build WILL LOSE ALL TRACK (not even resolve) for a few seconds.

but how do you pair this kind of advantage with one of the biggest heat builders in game... go figures!

Dispersal Field

Another kind of special effect in the wrong gun...

You give a gimmick and reduce firepower of a Plasma?

Not really tested this one... but if the effect is LONGER than the Cannon... (maybe double!)then it might be a interesting defense weapons...

Phasing Sequence

Tested this one... and it sucks plain and BAD, skip it...

Target Lock Breaker

Not really much use if you could at least stay out of the radar for a while.. then it would be good for something but just unlocking youself is stupid :D


Thermal Conduit

Thats one beserk weapon... maybe a build only for it might be crazy good. so this is what it does:

-It takes you 15% of your damage
-At 80% it does the same damage as unmoded.
-At 100% id does 100% more damage ((100%-15%)+100%)

Not healthy if you're carring anything on your hold BTW
This one i heard from a guy not tested really!



For me? if youre going to buil a ship around a plasma, use Conduit, maybe a whole bunch of this guys means that you are actualy firing twice guns wich is sick... but remember you cant stay much time at cooking or else it will back fire...

If you are just going to make a ship for your liking and it has a plasma on it ... keep it normal, no effects...
Dispersal field works well on cannons.
 
Yes, two mods (focused and long range) increase range and one mod (short range blaster) decreases range.

All three of those then do the same thing to projective velocity and damage:

- They adjust projective velocity in line with the % increase in range, eg, +100% range = double velocity, -50% range = half velocity

- They re-map the damage fall-off calculation in line with the new range: the curve is the same but across the whole new range, meaning that long range weapons retain good damage at say 2 km whereas short range weapons have reduced damage within the upper reaches of their reduced range.

(Note however that cannons do not have damage fall-off for range. Plasma does but it isn't too bad.)

Basically though the combination above makes the focused mod (which has few downsides) quite good, the long range mod (which has considerable downsides) mediocre and the short range blaster mod absolutely dreadful.

If you put a g5 Focused on your c4 PA you can get the projective velocity up to 1,700 mps (higher than a multi-cannon) with a good roll.

sry for necroing this thread, and a HUGE thank you @truesilver fpr spreading knowledge! i was looking into the modification for the new plasma slug plasma accelerator special effect .... and projectile speed was always what i was fighting with on plasma accelerators .... now i got two medium focussed plasmas with plasma slug on my DBS ... they beat the small cannons in speed by far! maybe i'll fit a huge plasma on my FDL now .... all for the fun, not for DPE ;-)
 
sry for necroing this thread, and a HUGE thank you @truesilver fpr spreading knowledge! i was looking into the modification for the new plasma slug plasma accelerator special effect .... and projectile speed was always what i was fighting with on plasma accelerators .... now i got two medium focussed plasmas with plasma slug on my DBS ... they beat the small cannons in speed by far! maybe i'll fit a huge plasma on my FDL now .... all for the fun, not for DPE ;-)

Ha ha, not at all!

Yeah there is fun to be had ... in Beta 2.2 I was using stacked Enforcer Cannons firing at 3,600 mps and I did lol ...
 
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