Ship builds and engineering on PP modules

Almost at level 100 in PP so now thinking about how to take advantage of the PP modules. I'll go through them 1 by 1. Looking for ideas on engineering for them, ship builds to utilize them on, etc.

Please note, i'm not overly concerned with optimized perfection, just taking advantage of these modules in some way. Are you using these modules, and if so, how?

1) Advanced Plasma Accelerator - I do have a PA focused build, my FdL, but that's size 2 and 4, and this is size 3. So, makes sense to put them on a ship with a few size 3 slots. The big standout here is the Python Mk 2. Combined with a medium MC turret doing corrosive, this could work. The only shame for me is it is currently a turreted frag ship, which works amazingly well... but can change. Engineer for Efficient?

2) Concord Cannon - Size 2, gimballed. My current cannon ship is my Anaconda, which i treat like a battleship with turreted cannons, but that's not going to work here. What ship? Gunship or Dropship both have plenty of size 2s, and a size 3 to slap a beam laser on. Engineering for the CC?

3) Containment Missile - I struggle to see a use for this, since i'm not into PvP. I do have a pirate ship, a Clipper... so i could replace the missiles on that. Worth it?

4) Cytoscrambler - As i understand, by default, pretty poor, but mixed with phasing sequence something funky happens? On a smaller ship? What can be done with these?

5) Enforcer Cannnon - struggling for ideas with this one. Size 1, so pretty weak, although better than normal with big spin up time. Small agile combat ship perhaps? Engineering?

6) Imperial Hammer - I've tried and tried and tried with standard rail guns to make an effective combat ship and just never done it. I doubt these will help in any way. Happy to ignore.

7) Mining Lance - LOL. Ok, but seriously,we can ignore the combat aspect of this, except as a meme ship, so some sort of mining ship where poking at range? Less concern about quantity/profit, just casual mining with a bunch of collectors? Anyone have any fun with these?

8) Pacifier Frag - been waiting a while to get my hands on these since i love frags. Again, the Python Mk2 is a good candidate for these. Any thoughts on these? Engineering?

9) Pack Hounds - love the visual effect, but missiles are so limited in use. Thought about just sticking a load of these on a ship to blow up small ships (which they will destroy). Thoughts?

10) Prismatics - i'm pretty much sold on bi-weave for combat builds and really feel it when i use standard shields for recharge. Prismatics are even worse in this regards, so think i'll just use them to stick on my trade ships for the ability to get more absoloute shield for a lower sized slot. My only other thought is a meme massive MJ shield ship with a ton of shield boosters and guardian boosters to get shield strength to silly levels. Could be good for those assassination missions where you get pounded by a wing.

11) Pulse Disruptor - struggling with this one. It seems like a worse scramble spectrum and more targeted. Size 2 and fixed, its... hmm... ideas?

12) Retributor - again, another one whose use seems questionable. Size 1 and fixed, just to cook a ship a bit, when NPCs really don't care about heat, and if i want to dump heat, there is always engineering...

So, tell me what has worked for you with any of these modules.
 
1) APAs good for piracy // Efficient + effects to scare unaware haulers of receiving TLB/Dazzle/Phasing the more you pick the better

2) SRB + force shell for fun

3) it's good for lobotomized NPCs too

4) drop shields fast of poor haulers for exposing drives (overcharged + phasing)

5) hi-cap or overcharged (i love these on T8 dakka) incendiary/corrosive

6) long range + effects (feedbak/penetrator) or also SRB for hot builds

7) X RIP

8) overcharged + screening shell or other effects / rapid fire + other effects (incendiary/corrosive/drag)

9) perfect to klill drives (hi cap + drag)

10) reinforced / hi cap is the way

11) some niche use for PvP otherwise trash

12) X RIP
 
My thought s on a few of these as I have tested them all:

Advanced Plasma: Objectively worse than plasma as it requires to hit the target roughly 3 times more to get the same damage. I will use one APA as a utility weapon engineered for long range with dispersal field. Reason being; you get 300 rounds of it and only 15 uses out of a chaff launcher so I don't have to waste a utility slot on chaff as I can just reach out and flick them with the APA at will.

Concord Cannons: Amazing against NPCs. Three of these with overcharged/auto loader makes short work of NPC plants. But then, so will advanced dumbfires with penetrator exp.

Cytoscrambler: Garbage. Yes they do amazing thermal damage at point blank range but if you're going to be that close to the enemy just use incendiary frags as they do FAR more damage.

Hammers: Objectively worse than standard rail guns. What is this fascination FDEV has with 3 round burst? The only exception to this is if you only have a single hardpoint to devote to bank cancelling then a hammer works well.

Pacifiers: Better than frags in nearly every way. Overcharged/Incendiary against players; overcharged/ screening shell against NPCs as their shields suck so much that incendiary is wasted on them.

Packhounds: Great for destroying a ship's surface modules so that they can't fight back. Bad at nearly everything else. There was a time when these were really good but then a certain player group cried to FDEV until they got nerfed. Always high capacity engineering. Drag experimental if you want to make FDL pilots not want to fight you. ;)

Prismatics: When you absolutely, positively need to make sure that even a determined wing gank cannot endanger your precious vessel, accept no substitute.
 
4) Cytoscrambler - As i understand, by default, pretty poor, but mixed with phasing sequence something funky happens? On a smaller ship? What can be done with these?
I use them in PvE with long range: the shields of the enemy will be usually (almost) down before they even get into their firing range.

8) Pacifier Frag - been waiting a while to get my hands on these since i love frags. Again, the Python Mk2 is a good candidate for these. Any thoughts on these? Engineering?
Depending on your play style, overcharged or double shot (shorter range). Corrosive and incendiary work nicely in PvP, although lately I've been using screening shell, because impatience.

9) Pack Hounds - love the visual effect, but missiles are so limited in use. Thought about just sticking a load of these on a ship to blow up small ships (which they will destroy). Thoughts?
As the others have said, great against external modules. Hi-cap is the most useful blueprint. Drag against faster targets.

10) Prismatics - i'm pretty much sold on bi-weave for combat builds and really feel it when i use standard shields for recharge. Prismatics are even worse in this regards, so think i'll just use them to stick on my trade ships for the ability to get more absoloute shield for a lower sized slot.
I only use them on traders and explorers, and mostly with the enhanced low power blueprint. That's usually the best compromise in terms of jump range vs shield strength for most ships when hauling or exploring.
 
I thought that cytos wouldn't become long range modified by design. Was I wrong? I mean, even if we manage to hit with the jitter...
 
I've had them for years. Served me very well for most of the game. Even with the jitter because they're fixed and instant you just point the ship at your opponent and pull the trigger.
 
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