Engineers Plasma slug changes?

I was just messing around with ship stuff in coriolis. I noticed that you can't get plasma slug on plasma accelerators and advanced plasma accelerators. Is this not a thing anymore? I always wanted to make a combo build with plasma accelerators and railguns/imperial hammers with all plasma slug mods for an infinite run build. I noticed it reduces heat now on railguns. Does it still give fuel based ammo or did they change it out entirely?! This seems like an odd change. Or does coriolis just not have it in their site yet and it's still available on accelerators?!
 
I was just messing around with ship stuff in coriolis. I noticed that you can't get plasma slug on plasma accelerators and advanced plasma accelerators. Is this not a thing anymore? I always wanted to make a combo build with plasma accelerators and railguns/imperial hammers with all plasma slug mods for an infinite run build. I noticed it reduces heat now on railguns. Does it still give fuel based ammo or did they change it out entirely?! This seems like an odd change. Or does coriolis just not have it in their site yet and it's still available on accelerators?!

I do not run the slugs but they are available I noticed when I was at the engineer for my PAs so yes, they are still a thing.
 
They are available. I've found Coriolis isn't up to date as yet.
EDshipyard.com is currently more accurate in terms of mods, experimental effects and their respective values.
 
Coriolis is always lagging behind, EDSY is a much better tool.

As for Plasma Slug, it's still there for Railguns and PAs, and got a buff in 3.0 (only loses 10% damage now instead of 20%). Keep in mind however that it's not "infinite" ammo, it does go to work on your fuel tank if you have more than 1-2 hardpoints with it, especially Imp Hammers and Advanced PAs (which burn through ammo much faster than their stock equivalents). I have a PS loadout for my 'Vette, with a single Feedback Rail; by the time the Feedback runs out of ammo, I'm down to about half fuel (32t tank). So you still need to keep an eye on the gauge.
 
I engineered two plasma slug APAs for my Chieftain and added a second 16 tons of fuel. It works well, but do watch you fuel level anyway!
 
Just as a small aside - now that engineering materials is capped per-item instead of overall, it's become more practical to stockpile materials for reloads (or premium reloads!) on-the-fly.

Yes, gathering the materials is more hassle than filling up on fuel, but in exchange for the extra preparation, you avoid that punitive damage penalty (and depending on the mod, increase the damage difference and open up the opportunity for some more interesting secondary effects).
 
Can you synth stuff and or put in premium ammo without cargo bays in your ship? I was thinking of going for cargobayless and using extra fuel tanks.
 
Hi Nooblite - yes you can, it uses materials rather than cargo - the downer is the time investment you have to make up front gathering the materials so you always have plenty of reloads available.

For those that don't have the time or simply don't enjoy that, plasma slug is a great option, but for the extra damage and different special effects....well, personally I enjoy driving SRVs and surface prospecting, so I don't find it too much of a bind - I know some people detest the idea of gathering materials but, speaking for myself only, I think the effort is worth it.
 
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I know an odd question! How does sythesizing premium ammo even work with plasma slug. Is it permanent or does it only last the 3 rounds in the chamber for an imperial hammer?! If it's the whole tank that is a good deal.

I found this:
https://forums.frontier.co.uk/showt...Slug-combine-with-Ammunition-Synthesis-for-PA

But it's old. And I think some of it was considered a bug at one point. At least if you kept the ammo full on refuel at a station. I assume using a plasma slug and high fuel combo will not have to worry about this. Or did they remove the premium ammo from plasma slugs?

A permanent 30% bonus to damage on plasma slug would make up for everything. Efficiency also adds some if you go that on plasma accelerators and do all plasma slug weapons. 8) It seems very evil to me! (In a good way that is.)

You can get base 181 DPS on a cutter: Plasma Hammer 3.1 That is 235.3 DPS with premium. so lots of stuff for sythesizing your other needs like jump. Which in this case is almost 27.
 
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I know an odd question! How does sythesizing premium ammo even work with plasma slug. Is it permanent or does it only last the 3 rounds in the chamber for an imperial hammer?!

The way it used to was you could synth premium ammo, and as long as you didn't rearm at a station you maintained the buff indefinitely. I heard it was patched recently however, found the Reddit post here.
 
I know an odd question! How does sythesizing premium ammo even work with plasma slug....

I don't know, never tried it! My guess would be that you can't put premium ammo in a plasma slug weapon because it's been modded to use fuel as ammo instead. The 1/- instead of 1/30 hints to me that you can't swap no-normal-ammo for no-premium-ammo!

Besides, if you cared about damage stat, you wouldn't go plasma slug in the first place - it's like choosing automatic transmission in cars - that torque converter uses a TON of horsepower that could otherwise be used to make your car go faster if you'd chosen manual transmission - the only reason to use one is convenience, if you are interested in performance, you just don't go there in the first place.
 
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I don't know, never tried it! My guess would be that you can't put premium ammo in a plasma slug weapon because it's been modded to use fuel as ammo instead. The 1/- instead of 1/30 hints to me that you can't swap no-normal-ammo for no-premium-ammo!

Besides, if you cared about damage stat, you wouldn't go plasma slug in the first place - it's like choosing automatic transmission in cars - that torque converter uses a TON of horsepower that could otherwise be used to make your car go faster if you'd chosen manual transmission - the only reason to use one is convenience, if you are interested in performance, you just don't go there in the first place.

Stock Railgun = 100% dmg.
Stock Railgun + G3 Synth = 130% dmg.
PS Railgun = 90% dmg.
PS Railgun + Synth Exploit = 117% dmg (but you never have to resynth).
 
?...PS Railgun + Synth Exploit = 117% dmg (but you never have to resynth).

I don't know about any synth exploit - is that a real exploit? or one of those features that some players choose to call an exploit (like board-swapping)?

The bit about never having to resynth sounds exploity to me - the premium ammo synth is definitely supposed to consume resources every time, so only having to do it the once shifts supposedly consumable ammo into a permanent component of the weapon - It'd surprise me if that was intended.
If I were to imagine a legit route to premium plasma slug ammo, I'd say that since the 'ammo' is made directly from ship fuel, perhaps if you used the synth materials as an additive to convert your ship fuel to premium fuel, that could do it? The premium fuel could last the whole tank, or until you scooped or bought fuel, at which point it'd fill up on standard fuel and you could synth again with materials if you wanted.
An idea like that would have some snags -you'd have to deactivate your fuel scoop to avoid losing your premium fuel when moving systems, and habitual refuellers would have to think about whether they really needed to refuel at every stop.

Thanks for pointing out that PS only does a 10% penalty now - I guess I missed a patch note 'coz I feel sure it was a 20% penalty back when I last built some PS mod weapons, and I had it in my mind that this was still the case - so this makes my objection to PS modding only half as strong as it was!
 
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