Short range MC better on paper than OC

Hi,

So SR MC does not increase Power draw as OC and has higher damage!
Any non documented negative side effects except the limited range?

Since I am Always Close to my target it should be a no brainer :)
 
I've come to the same conclusion, currently reengineering my chieftains MCs and beam lasers with short range. Will report any issues here
 
I'm a big fan of the short range mod. You might feel the range reduction on multi cannons a little (since their high projectile speed allows for longer shots sometimes), but if you're already staying close then go for it. Higher DPS than overcharged, and higher DPE than efficient. Just watch that heat on any weapons that actually generate heat (short range plasmas are HOT)
 
You need to stay very very close to your opponent because the damage fall-off range drops too. At 1km distance the overcharged mod beats SR already again. SR is only better in a range up to 800 meters distance.
Also i think that the projectile speed gets reduced. But i'm not sure since i've never used SR since 2.3.
But long-range increases projectile speed and so short-range should reduce it.
 
I'm probably look at this from rather further down the skill ladder but I used to prefer short range, since 3.0 I switched over to long range since I find I'm taking too much damage from other (NPC) ships when I'm up close (and therefore slow & easy to hit by another ship).

It needs skill & practice to take advantage of the benefits of short-range blaster. At my level of ability I prefer to keep a bit of distance & still do effective damage.
 
You need to stay very very close to your opponent because the damage fall-off range drops too. At 1km distance the overcharged mod beats SR already again. SR is only better in a range up to 800 meters distance.
Also i think that the projectile speed gets reduced. But i'm not sure since i've never used SR since 2.3.
But long-range increases projectile speed and so short-range should reduce it.

The damage fall-off is it documented somewhere?

Below 800 meters is what I am like 99% fighting with my Cobra so it would suit me perfectly.
 
You need to stay very very close to your opponent because the damage fall-off range drops too. At 1km distance the overcharged mod beats SR already again. SR is only better in a range up to 800 meters distance.
Also i think that the projectile speed gets reduced. But i'm not sure since i've never used SR since 2.3.
But long-range increases projectile speed and so short-range should reduce it.

This is no longer the case. Short range neither affects projectile speed nor damage falloff start range. The only thing short range affects (beyond the listed drawbacks) is the maximum range.
Note: makes it great for cytoscramblers. My max range is 500m. Jitter makes attacking beyond that pointless anyway. My damage falloff start range? Still 600m. XD
 
You need to stay very very close to your opponent because the damage fall-off range drops too. At 1km distance the overcharged mod beats SR already again. SR is only better in a range up to 800 meters distance.
Also i think that the projectile speed gets reduced. But i'm not sure since i've never used SR since 2.3.
But long-range increases projectile speed and so short-range should reduce it.

AFAIK the damage falloff has been adjusted to be the same as unmodified weapons a while back (there was a general combat rebalance patch a while back) to make the short range blueprints more worthwhile. Projectile speed is also unaffected.
 
AFAIK the damage falloff has been adjusted to be the same as unmodified weapons a while back (there was a general combat rebalance patch a while back) to make the short range blueprints more worthwhile. Projectile speed is also unaffected.

I second on that one, I have G1 short range beam lasers on my cutter. 600m falloff like the normal beams. I run a heat build, the more heat I have in my ship the more damage my lasers do. The 2 large lasers maintain my heat lvl while firering so to cool off my ship the simplest way is to boost out of range. Spin arround, fire a salvo of missle or spin up that shield cell bank and boob, heat back over 100% for maximum damage.
When my lasers are out of range or when I get over 200-300% heat I flush it out with heat sinks.
 
Falloff range is indeed unaffected. However I've noticed on my beams that the falloff is very steep between 600m -1500m. Heat isn't an issue with heat vent experimental.
As far as the multicannons go the drawbacks are negligible, and heat would only be a problem with incendiary rounds, or emissive to a lesser degree
 
I have finished 4 level 5 MC with short blast. And its much better than oc.

As a bonus, I can now use charge enhanced on the Power distr. instead of weapon focus.

Two pips in weapons and I can fire a long time Before dry.

Great
 
My secret: short range rail guns with plasma slug. SR is the only engineer blueprint that increases damage for rail guns (no OC option). It does, however, increase heat. Enter plasma slug who decreases heat at a minor damage reduction. The result, I run grade 3 SR with plasma slug for a total of 41% more damage and +20% heat efficiency (making my gun more powerful AND heat efficient AND unlimited ammo). These are also hammers so they really pack a punch. Big fan of short range here.
 
I had short range on my super pen hammers, plus a pair of long range thermal vent beams. The damage is exceptional but so is the fall off. If you can stay within knife fighting range then the SR mod is better, but it is quite situational.
 
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