Engineers Range mods on fixed projectile weapons

To keep it short:

Range mods affect projectile speeds. It doesn't matter for gimbals and turrets, but in fixed loadouts it's entirely useless. Mod an all-fixed MC Anaconda/Corvette with all short range blasters or long range mods and you'll end up with 8 different lead computing gunsights.

Obviously only very few of them will hit at the same time unless at point-blank range.

Possible solution: Remove speed modifications from those blueprints for fixed projectiles.

Never bothered posting about it as fixed weapons apparently are a niche category, but with the newly proposed changes, it might get a bit of traction after all.
 
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But doubling projectile velocity is the reason to use the long range mod.

this.

I'm very unhappy I'll use the range effect on my focussed plasma, but I'll get them longrange...

@OP probably only workaround is to get the same range effect on all kinetic weapons.... and only run the same type of fixed. or change to trailing?
 
@OP probably only workaround is to get the same range effect on all kinetic weapons.... and only run the same type of fixed. or change to trailing?

Running the same type of fixed is pretty much what I do on all my ships. Used to fit all slots C3 and above with fixed lasers, everything below with rails, now it's all MCs.
However I don't even want to figure how many runs getting a full rack of projectiles with the same speed would require.

But I get it - you guys use it for e.g. a single huge on an FDL/Conda/Cutter. Haven't even thought of that as I always want all my guns to hit at the same time (used to fit a large laser on the Anacondas huge hardpoint before other huge guns were introduced as I considered the damage split too much of a downside to use a PA/Cannon).

I don't consider trailing mounts an option, as I find them boring and unsatisfying to use. Besides their jitter irritates me, which is why I stopped using them at some point mid-PB.
 
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But I get it - you guys use it for e.g. a single huge on an FDL/Conda/Cutter. Haven't even thought of that as I always want all my guns to hit at the same time

Actually Catpain you may well get some support once everyone starts to run more plasma and fixed cannons, if (and it is an if) enough people are willing to go with long range over overcharged or rapid fire. It will be annoying having multiple reticles, even if probably functionally similar.

About the only way I can think of FDev sorting this out is if they allowed us to reduce projectile velocity in the workshop (so as to achieve a lowest common denominator for all our guns).

But I can't see that being a priority...
 
Actually Catpain you may well get some support once everyone starts to run more plasma and fixed cannons, if (and it is an if) enough people are willing to go with long range over overcharged or rapid fire. It will be annoying having multiple reticles, even if probably functionally similar.

About the only way I can think of FDev sorting this out is if they allowed us to reduce projectile velocity in the workshop (so as to achieve a lowest common denominator for all our guns).

But I can't see that being a priority...

actually (i can just talk about PA) good G5 rolls are very close together.
 
Actually Catpain you may well get some support once everyone starts to run more plasma and fixed cannons, if (and it is an if) enough people are willing to go with long range over overcharged or rapid fire. It will be annoying having multiple reticles, even if probably functionally similar.

About the only way I can think of FDev sorting this out is if they allowed us to reduce projectile velocity in the workshop (so as to achieve a lowest common denominator for all our guns).

But I can't see that being a priority...

I don't see FD making it a priority either, which is why I never bothered opening a thread about it as stated above.

I personally never considered long range and just mentioned it for the sake of completeness.

I just don't like doing stuff in the SRV, so no G5 overcharged for me and everything below G5 introduces jitter, which I dislike even more than the SRV.
Looking for alternatives, I tried short range blasters only to find out they mess with projectile speeds (the lack of mention in the game didn't really help).

Interestingly, you mention PAs and Cannons.
In theory, an all PA build would work for me because all PAs share the same projectile speed. Unfortunately, it will also boil my ship.
Cannons wont work at all - fit 8 fixed cannons to an Anaconda and you end up with 4 aiming reticles and only one or two of them will hit unless firing from point-blank because cannons projectile speeds vary with size.

So applying my fitting philosophy, the only usable projectiles are MCs (probably Frags as their speeds are levelled, but they're a ganking weapon I'm not so interested in).
 
I (probably Frags as their speeds are levelled, but they're a ganking weapon I'm not so interested in).

they are adressing that, too... or try it - but i give you that frags probably don't make much sense on a conda (i fly a frag courier at the moment, pve - a lot of fun!).
 
In theory, an all PA build would work for me because all PAs share the same projectile speed. Unfortunately, it will also boil my ship.

maybe have a look at the efficient mod, than - no jitter, and, while i can't imagine a full PA conda hitting much, a couple of PAs with that. you can get up to L3 without driving an srv, and it reduces thermal load up to 70% at G3. in some other thread somebody was claiming running a full PA (4 medium, 1 huge) FDL with that mod without any overheating or heatsinks. i personally run a double PA or double railgun DBS .... that ship can just take so much heat...

but, generally speaking, i clearly understand your problem, and think FDEV should allow some kind of speed adjustement... doing double as many rolls to get it close over several different weapons sounds crazy.
 
maybe have a look at the efficient mod, than - no jitter, and, while i can't imagine a full PA conda hitting much, a couple of PAs with that. you can get up to L3 without driving an srv, and it reduces thermal load up to 70% at G3. in some other thread somebody was claiming running a full PA (4 medium, 1 huge) FDL with that mod without any overheating or heatsinks. i personally run a double PA or double railgun DBS .... that ship can just take so much heat...

Probably not the Anaconda as I wouldn't know what to do with the small slots due to the lack of small PAs and I typically use it at rather long range. Sold the FDL because I thought it was absolutely boring to fit and fly after the unneeded buff. However I'm looking for a role for my mothballed FAS and an all PA efficient modded FAS could be what I'm looking for. Thanks for the suggestion, really appreciate it.

but, generally speaking, i clearly understand your problem, and think FDEV should allow some kind of speed adjustement... doing double as many rolls to get it close over several different weapons sounds crazy.

It's problematic and any possible solution would involve a lot of coding for a niche issue, so I'm not expecting a solution anytime soon.

I'll just adapt and to have some variety, I decided to keep running the Corvette, Cutter and the small ships as fixed MC builds and trying to engineer my standard laser/rail fit into being viable again on the Anaconda and Python. Fixed thermal vent beams look pretty promising on both - they freeze the ship before letting the rails go. Not sure about the hammer mods yet - I'll try high cap mag, super penetrators first.
 
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