Ships Power play modules

Which power play modules are worth the effort and which are not worth the trouble of getting them? I did a forum search and couldn't find the info so I thought I would ask my fellow Cmdrs
 
The majority of powerplay modules are weapons which are sidegrades to the original weapon they are based upon (i.e. they have some pros and cons, in comparison, they're not straight improvements).
Preferences are highly subjective, and what is good for someone could be useless to others.
The two modules that (sort of) deviate from the above are:
  • the Mining Lances (Zemina Torval) which are long range mining lasers that can also damage ships. Many would claim that long range mining lasers are pointless, because you want to be as close as possible to an asteroid, to collect fragments as quickly as possible. Your mileage may vary.
  • the Prismatic Shield Generators (Aisling Duval). These shields are the most powerful (but also power hungry and expensive) and the general consensus is to unlock them first and then decide if you want to consider any other modules at all.
If you want to go for a single unlock, then I suspect that the majority would suggest to go for the shields.

If you want to know more about the modules, you can check the articles on the ED Wiki.

 
The majority of powerplay modules are weapons which are sidegrades to the original weapon they are based upon (i.e. they have some pros and cons, in comparison, they're not straight improvements).
Preferences are highly subjective, and what is good for someone could be useless to others.
The two modules that (sort of) deviate from the above are:
  • the Mining Lances (Zemina Torval) which are long range mining lasers that can also damage ships. Many would claim that long range mining lasers are pointless, because you want to be as close as possible to an asteroid, to collect fragments as quickly as possible. Your mileage may vary.
  • the Prismatic Shield Generators (Aisling Duval). These shields are the most powerful (but also power hungry and expensive) and the general consensus is to unlock them first and then decide if you want to consider any other modules at all.
If you want to go for a single unlock, then I suspect that the majority would suggest to go for the shields.

If you want to know more about the modules, you can check the articles on the ED Wiki.

I recently needed two mountain lasers and for combat. Thought I'd wait a whole month. But after reading the wiki I found that their improved version can be immediately exchanged for materials at the technobroker.
True, they need osmium, but you can easily buy it at aviance.

See :

Modified Mining Laser​

 
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Which power play modules are worth the effort and which are not worth the trouble of getting them? I did a forum search and couldn't find the info so I thought I would ask my fellow Cmdrs

Probably the most popular with Commanders in general are the Prismatic Shield Generator and the Pack-Hound Missile Rack. The Shields can be purchased as any class, with the effect of providing an amount of shield energy as if they were one class higher (although not the regeneration, mind).

The most popular with me—objectively in the sense of having spent more time using it than any other—is the Cytoscrambler. This is a class 1 fixed Burst Laser which has damage output somewhere between a class 3–4 Burst Laser, in return for moderate jitter and only 1 Pierce. The low Pierce means that it has almost no effect versus hull alone, although notably it can deal modest hull damage to a low-Hardness target which has been hit with Corrosive Shell (effectively 21 Pierce). Of course, its real purpose is versus Shields, where Hardness and Pierce do not apply. Given that I use primarily Fragment Cannons, I find the Cytoscrambler support most welcome. Here is a recent example, keeping in mind that its original purpose was to demonstrate Fragment Cannons.

The Imperial Hammer is a class 2 Rail Gun variant which strikes three times, each strike weaker than a standard model, but together moderately more powerful if each strike connects. I find its best use to be against larger targets, and with the Feedback Cascade effect to oppose Shield Cell Banks.

The Containment Missile provides a stronger version of the FSD Interrupt effect; consider this if you would like to prevent targets from escaping.

Some Commanders like having the Advanced Plasma Accelerator for triggering experimental effects more often and so that missed shots are not so costly. Conceptually, I find the Pacifier Frag-Cannon to be a very similar weapon, as if a Fragment Cannon is pretending to be a Plasma Accelerator.

The other modules were not of sufficient interest to me, although notably the Enforcer Cannon is a class 1 fixed Multi-Cannon with damage equivalent between class 1–2, which I would consider if I used a starship with many class 1 hardpoints.
 
It's very depending on your favourite playing style... if you're a PvPer, prismatic shields / pacifiers / imperial hammer / pack-hound missiles are the first choices (that order is ok). If you're a pirate, add also the grom missiles to the list (that's useful for PvP in some situations as well). Enforcers and cytos are for niche builds (i.e. enforcers are good on small ships or for the Federal Corvette C1s).

Anyway, most of them require [high level] engineering to be effective.
 
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