Ship Builds & Load Outs Plasma Hammer Improved!

I periodically make a thread about a ship design I call the plasma hammer. I have made some massive strides in it's design potentially. I have not made these yet. Still grinding out the game.

I now have two competing version. I have one long ranged version and one short range version that is more conservative. I'm not sure how far I can take the guns because I am unsure of the heat element involved and the practical limits without heat sinks. That will be one of the final factors involved in determining how I build it.

Plasma Hammer Long range! <-Not sure how much fuel it needs. (Edit: Just noticed that doesn't have a focused 4A PA. I wondered how I got that to fit so well.) https://s.orbis.zone/2779 (switched to 3xAPA), https://s.orbis.zone/2780 (Switched 3xAPA to 3x PA for infinite fire on 3xPA's and 1 month less grind!)
Plasma Hammer Short Range! <-Managed to fit a good shield cell bank https://s.orbis.zone/278z (Improved Short range)

Plasma Hammer 3.3 <-Version these are based on

All versions are displayed with 30% premium ammo and are assumed to use at a minimum GU-97 Rogue F for free chaff and repeaters. Not sure if it should have one or two types of fighters.

I'm not sure if the Imperial hammers should be plasma slug or Super Penetrator. If I use Plasma Slug the long range version can dump more fuel and get a better AFMU, Fuel Scoop, or Fighter Hanger Bay.

The Imperial hammers on the top 2 builds can fire for 25 seconds together. And the three PA's can be fired for something like 28 seconds While the 2xAdvanced PA's can fire infinitely as far as the distributor energy is concerned. Or somewhere thereabouts. The potential limit is heat as it's supposed to fire without using heatsinks. In the earliest designs of this ship the point was all efficient plasma slug with lots of fuel and you would switch between PA'a with efficient to cool down and when in range Imperial hammers for extra DPS and heat usage. That was when it had 4 Imperial hammers instead of 2. I have since added reverb cascade mines and went from sturdy or light weight up to double capacity for extra lethality. Still not sure if It's better to have plasma slug or super penetrator. The double capacity imperial hammers deliver so much damage I'm not sure which is better.

Also one of the original points of this was all Plasma slug for infinite 30% premium ammo on the entire weapons layout. I keep wanting to specialize it but I haven't figured out all aspects of the ship like heat and I don't know where that will force me.

I think this is the best one so far if heat is not a problem:(out of the long ranged version) https://s.orbis.zone/2780
https://s.orbis.zone/2786 this being the same thing with maxed shield regen. Do you need more than the shields stated distributor draw for shields like this? They are both 6.0. But does broken regen draw out more or simply use the same draw amount.

I'm also not sure about wether max regen and recovery is better than ehp.

Recovery

EHP


One fun part of the build is it has 100 dps with both plasma and rail based damage. There is 21x3=63+36(fighter repeater dps)=99 dps from plasma base attacks. And the Rails with plasma slug have 49.9x2=99.8 dps on their own. So I can get the same damage from any distance hypothetically. It's all a matter of heat at this point. And which shield layout to go with.

Then again, here is an improved short range one. https://s.orbis.zone/278z

I have a feeling this is what I should go with: https://s.orbis.zone/279d <- Only lacking fuel. So, should I make it super penetrator instead of plasma slug on the Imperial hammers? https://s.orbis.zone/279f

I really need to do more combat to get more familiar with this stuff.

Edit: I think I'm going to build this for the passive shield regen and to save on engineering. https://s.orbis.zone/27xx This would once again have the rogue F version of the GU-97 for chaff. Assuming fighters still get infinite chaff. Hopefully that is enough heat efficiency for those weapons. That is the one thing I need to check out.

BTW, max passive shield regen is : Kinetic: 46.3dps, Thermal: 53.6dps, Explosive: 64.3dps, 16.75 absolute. That is some nice damage reduction.

The only other thing I could do is this: https://s.orbis.zone/27y3 All assuming the heat is not overwhelming. I don't think the DPS loss is worth it. Efficient is to offset the hammers. And the hammers are for strikes on modules or faster shots.. Assuming I can fire them. I just realized I can't infinite fire the PA's with focused. So it's not worth it unless I wen twith 3APA's and let it use up it's clip every 25 seconds. I think efficient versions would be much better. Inifinifire without full weapon pip is a good thing.

https://s.orbis.zone/27y7

EditAgain: I stripped it down to bare minimum and gave it more hull and shield res. I'll assume I can take down any smaller ship if I'm smart about it. I hope. I'm also fairly confident this will support the heat of the imperial hammers. https://s.orbis.zone/28v8

I think it's only enemies are itself and this: https://s.orbis.zone/28vb
 
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