Scramble spectrum does not stack.
You may be right, but my word do they make my pewpews look pretty!
(is shallow
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Scramble spectrum does not stack.
You may want to double-check your facts. Focused and long range both get the same 100% range increase, and focused has the added benefit of (30% to 50%) increased armour penetration (important when fighting larger ships with smaller weapons). Now lets look at the drawbacks:
Focused:
- 1% to 5% DPS loss (in the form of a 1% to 5% RoF loss, so no effect on DPE)
- 1% to 10% increased thermal load per shot
Long Range:
- 15% to 25% DPS loss (in the form of a 15% to 25% damage loss, thus also impacting DPE)
- 20% to 50% more distributor draw (Further major hit to DPE)
- 20% to 50% more mass (not a big deal on larger ships, but potentially a problem on smaller ones)
- 14% to 20% more power draw (makes fitting potentially more awkward, and also raises your resting heat)
So yeah, focused takes waaay less of a hit to DPS (and in a way that doesn't affect DPE), and gets an extra positive effect. The only "advantage" long range has over focused is less heat per shot, but this is partially canceled by the higher power draw (and thus higher resting heat), and completely trivial when compared to the significant comparative DPS hit, and the MASSIVE DPE hit. There's no nuance about it- focused is just vastly superior to long range.
IMO:
Get rapid fire on ships you plan on stacking more than 2 pulses on AND is mobile enough to keep its guns on its target more often than not.
Get overcharged on ships that will only feature 2 pulses (or less) and you want them to be your primary damage dealers OR if you're flying a ship that has more time to charge weapons than shoot them (slow pitch ships).
Examples:
- On a FdL, I'd recommend rapid fire. The mobility provides higher weapons uptime and the far lower power draw means you can keep 2 pips to weapons. On an FdL, you can go 4 or even 5 rapid fire pulses and be good to go. You can't, by contrast, run 4 or 5 overcharged pulses. You will run out of energy super fast.
- On a Cutter, I'd recommend Overcharged. You're going to have less time to deal damage in a Cutter, so you're going to want the time you do have to really count.
For other ships, I think it will depend on if your purpose is PvE (4 pips to weapons gameplay) or PvP (2 pips to weapons gameplay). For the former, you can go 2-3 overcharged with 4 pips to weapons and be fine. For the later, I think you're looking at efficient/rapid fire/focused ONLY most of the time.
For reference sake, I believe the power draw of 2 overcharged pulses is roughly equal to 1 beam of the same size.
Focused definitely seems like the way to go then! Especially with not only a higher number of drawbacks on the "Long Range" modification but also the severity of those drawbacks. Didnt even realize that Armor Penetration helped when using smaller weapons versus larger ships.
Does it still increase damage when using larger weapons versus larger ships as well? Or only when there is a 'size' difference?
Will the G5 Rapid Fire pulse generate noticeable levels of heat then?
I will probably experiment with it anyway, but don't waste the Tectnetium(!)
Best advice I can give you is, if you can, change your PP mod to a Low power, efficient Grade 1 and aim to not lose any MW. I've done it on all my ships so know you can get much lower heat (~0.32 coefficient) and keep nearly 100% of your unmodded MW. Reducing the coefficient will reduce all the heat you generate. Then you maybe able to change from efficient to rapid fire (keep the MC).
How accurate are they on fixed weapons with the jitter? Can they hit an eagle at 1.5km?
I tried them out on beta, but only on gimbal. :/
How About Phasing Sequenz, anyone knows the Hull damage of that? Rapid fire ignores 20% Hull is it worth putting Phasing Sequenz on it? Also is there a drawback as in loosing DPS when you apply Phasing Sequenz to a laser?