Power Weapon access

As The Hammer only comes in medium size, a Rookie in an Eagle or Sidey cannot use it (small mounts).

LOL, yeah true. So it is useless to most then. :)

On a Python, it is an interesting gun in the medium slots, where I usually have 2 gimbaled guns for subsystems on large targets.
On the Vulture, I concur, the Hammer would be waste, but on Python or FDL, it gives players something new to play with.

Problem for me as a Python owner though is that I have weapons in my C3 slots that can do the job a hundred times better.
I tested the Hammer and compared to what my Beams do the power hungry Hammer is a waste of a hard point and only makes my Python a target for a much longer time than necessary.

It might be different for you, although I have difficulty seeing how that could be. The only thing I can say is that the Hammer doesn't fit my Python's needs at all. I consider it totally superfluous. I'd be better off storing my lunch in that slot :).
 
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Okay, in combination with beams, cannons might be better. As I use pulse lasers, I have some power to spare. I did not yet have enough testing time with The Hammer, but it was good at stripping smaller ships shields with one salvo, while they tried to scan me.

I hope to do some more testing to find out, if the gun is good for power plant sniping on large ships. I did not use the standard rail guns, as they are limited to 30 salvos (instead of 100 with cannons). and needed more hits than cannons. The Hammer has 30 triple-salvos, too, but my hope is, that one triple-shot does more sub-system damage than rails or cannons.

If I keep them on the ship, it would be mainly for those fun moments, as the pulse lasers are usually enough to shred most NPCs. If I don't keep them on the Python, I might find use for them on the FDL or Courier.

BTW, do you use fixed or gimbaled beams on the Python?
 
Okay, in combination with beams, cannons might be better. As I use pulse lasers, I have some power to spare. I did not yet have enough testing time with The Hammer, but it was good at stripping smaller ships shields with one salvo, while they tried to scan me.

But how long does it take C3 Pulse lasers? In my experience they evaporate the shields of smaller ships like they have none.
See what I mean?
What has that gun to add to the arsenal of a Python or Vulture owner?
Nothing.
And I believe most commanders involved with PowerPlay to such an extent will have ships that have outgrown this Hammer.
It is in my opinion a bad choice for a reward for such as us. It is useless to us.


BTW, do you use fixed or gimbaled beams on the Python?

I currently use 2 D3 turreted beam lasers on top.
I found these two weapons to be a perfect counter against smaller and faster ships. It is impossible to evade these beams and they can burn without pause with 4 pips to weapons. They are theoretically weaker than fixed and gimballed beam lasers, but in practice they deal much more damage because they can keep on target forever if you are a decent pilot.
 
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Yes, we ALL want some fancy new weapon that can do great damage - but what will that do for the game? Most of the weapon set-ups we have already do great work on ships, and anything more powerful will make it too easy.

These faction specific guns are meant to be an ALTERNATIVE (read it again: A-L-T-E-R-N-A-T-I-V-E, ALTERNATIVE!!!!!!!!). AND as a way to hold a weapon that no other faction has. Yes, they are all different and have their own benefit, without being crazy OP. Because that's the FIRST thing someone will say when they get better: OP OP OP OP OP!!!!!!!
 
But how long does it take C3 Pulse lasers?

Not long true. But the Hammers do it in one salvo, before the scanning Ship can start evasive actions.

Taking out a Python/Conda powerplant with the pulses take some time. And I still have hope, that a 2 Hammer Salvo can speed up the process.

If it is not effective for the Python, the Hammer might be useful for the FDL or Courier. I still swap Python and FDL regularly for bounty hunting. The FDL needs more skill and micro management, but also feels more satisfying to fly (at least for me), especially with fixed beam or pulse lasers.

I experiment with different ships/setups often just to try something new. Hence, I appreciate any new option. But I can also accept, that players concentrate on ships that have outgrown such options.

Thanks about the setup info. I tried something similar with a Conda, but use to many beam turrets cooking the ship in seconds in a conflict zone:).

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Has no one thought that the hammer may have been designed for the Courier with its 3x Class 2 hardpoints?

As rail guns punch above their class F(no penalty for hitting large hulls), it can boost any ship with mainly medium hardpoints. Courier is one, FDL another.

For the Courier, I am wondering: 1 or 2 or 3 Hammers. One would be most sensible due to the 30 salvo limit.

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Because that's the FIRST thing someone will say when they get better: OP OP OP OP OP!!!!!!!
They might cry so about the Hammer anyway, as they might make double the damage of the standard Railgun (3 shots of 5 bar length vs. 1 shot of 7 bar length). It is difficult to compare, though.
 
Yes, we ALL want some fancy new weapon that can do great damage - but what will that do for the game? Most of the weapon set-ups we have already do great work on ships, and anything more powerful will make it too easy.

I do not want overpowered weapons, but for me, flying a Python and a Vulture, this is a weapon I have no use for at all.
As I said it might be a nice weapon for some, but most commanders partaking in PP will find little use for it I believe.


These faction specific guns are meant to be an ALTERNATIVE (read it again: A-L-T-E-R-N-A-T-I-V-E, ALTERNATIVE!!!!!!!!).

Yes, ALTERNATIVE, A-L-T-E-R-N-A-T-I-V-E, ALTERNATIVE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (I have added some extra exclamation marks for you).

I really like ALTERNATIVES, A-L-T-E-R-N-A-T-I-V-E-S, ALTERNATIVES!!!!!!!!!!!.
If they are useful.
As I said this weapon will not be very useful for most of us.
 
Thanks about the setup info. I tried something similar with a Conda, but use to many beam turrets cooking the ship in seconds in a conflict zone:).

That is why I only use two.
In the other slots I have two multi guns and a C3 cannon.

The cannon I am not too happy about though. I do not believe it is very effective.
 
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You need to be in for 4 weeks, not 3 weeks and 6 days.

I bought the Imperial Hammer.
I am not impressed.

It might be an impressive weapon for a rooky in an eagle or a sidewinder, but on a Python or a Vulture with class 3 hard points it is totally useless. You simply do not need it. It adds nothing useful to your weapon load out.

:p I said clearly in the first post. It had been updated the day before I posted.
Anyway I am really disappointed that there are no large sizes. I am probably not going to use it much.
Starting to think about going with Aisling Duval for those Prismatic Shields... 20% increase and boosters stack on top of that (I think)
 
:p I said clearly in the first post. It had been updated the day before I posted.
Anyway I am really disappointed that there are no large sizes. I am probably not going to use it much.
Starting to think about going with Aisling Duval for those Prismatic Shields... 20% increase and boosters stack on top of that (I think)

I was thinking about that myself.
Do they have Vulture and Python sized shields?
 
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Looks like all this [ poo'wer play ] is wasting of time. A lot of us did it for mystique modules.
Can we expect any re-balance of it? to make them a bit more useful ?
I have feeling that you guys in FD are same as government.
We give you money and you do whatever you want to do without any advice from several thousand people on this forum.
It's not too hard, just give us description and then ask in survey about any details.
This is sad that game like that after all this time is still empty and unplayable for long time period.
How about folks who won't to play community goals or power play?
Is that hard to give them dozen of new features / modules / which extend their ships and let them play their own game ?
 
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After some more testing, I find The Hammer underwhelming, too. My last hope, sniping subsystems, was smashed in a combat test against large ships. With the rail gun mechanic of charging the shot, it is difficult to land all three shots in the subsystem.
So, The Hammer seems to be for smaller ships lacking any large mounts, e.g. the Courier.

For the Python, I will try 2 gimbaled large pulses mixed with 3 fixed beams (2 medium, 1 large) next. A similar setup, but with medium pulses was fun with the FDL.

Back to the Hammer, I might give it a shot or three on the FDL or Courier later.
 
After some more testing, I find The Hammer underwhelming, too. My last hope, sniping subsystems, was smashed in a combat test against large ships. With the rail gun mechanic of charging the shot, it is difficult to land all three shots in the subsystem.
So, The Hammer seems to be for smaller ships lacking any large mounts, e.g. the Courier.

For the Python, I will try 2 gimbaled large pulses mixed with 3 fixed beams (2 medium, 1 large) next. A similar setup, but with medium pulses was fun with the FDL.

Back to the Hammer, I might give it a shot or three on the FDL or Courier later.


Tried the Hammer (2) on my Diamond Back Scout...they are power hungry for sure, 10% draw each...not sure if they are worth it in my kit. The powering up like a rail gun makes it very hard to hit a fast target...almost have to predict where they will be when the shot takes place...I suppose with some practice it could be easier...Im just not liking the power hog it seems to be for the amount of damage it does...and a 100 clip of ammo runs out in no time and very expensive to resupply....right now to me, its just a novelty...hope they tweak it to more usefulness soon.
 
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