The laser build I shared does just fine in CZs. No need for inertial impact, no need for synths.
Yes I appreciate that, but the point of the thread was to explore options for an energy only build, which we have done. Whether I will use one or not I don’t know, but I have the option if I want to.All energy requires burst and inertial impact mod. That jitter is such a pain though.
Plasma slugs are the next closest thing, but running a full set of plasmas or rails using plasma slug actually can deplete your tank pretty quick.
I agree with Ganksalot - the synth for multicannons is very cheap, and that corrosive shell is too sexy to pass up.
Agreed plasma slug is a cheap way of carrying more ammo as both tanks and fuel are cheap, but it is still a compromise and uses a slot. On most medium ships you are going to want the 5 slots for something else so you either have a smaller tank or use several slots to get the required fuel tankage, losing you space for HRP/MRP’s.I know you said plasma slug just shifts the ammo to fuel but I've tried it with a beams and PA build where I slapped on a size 5 extra fuel tank in place of the fuel scoop (Chieftan) and I've not ever come close to running out of fuel.
This effectively means I'm able to store three times the ammo just by using different modules (impossible with normal kinetic ammo).
I'm technically losing armour (I could use size 5 ARM instead) but then I'm just extending my durability at a cost of ammo so I don't think I'm losing out.
It was a fun build, plenty viable and I never needed to refuel at all. And if ammo is the only reason you're needing to dock then you could've added another fuel tank again to extend the PA reserves even further.
I'm almost ready to engineer a bunch of rails and I'll do the same with them. I'm doing that for extra dps. I'll share my experience with you if it works OK.
Granted, it's not infinite. But the only way to do that is 100% lasers. And there's no way that'll ever be efficient versus engineered npcs (in my opinion).
Understood.Agreed plasma slug is a cheap way of carrying more ammo as both tanks and fuel are cheap, but it is still a compromise and uses a slot. On most medium ships you are going to want the 5 slots for something else so you either have a smaller tank or use several slots to get the required fuel tankage, losing you space for HRP/MRP’s.
The frustrating thing about energy builds is getting that hull killing ability. Contrast that with gun builds where it is perfectly viable to do an all gun build as you can buff guns to help kill shields and the sheer DPS they can put out helps even more. Add that to the low distributor draw and energy requirements and guns have a lot of advantages vs the drawback of requiring ammo. I am going to keep experimenting and use some of the ideas in this thread, but will probably end up with one of the gun light compromises. Going to try inertial impact next. Opinions vary from completely useless to viable if you can stay in close. I will see how I get on.Understood.
I'd only say then that if you're unwilling to sacrifice an MRP because you'll use them then they're also, essentially, ammo. Just not for a weapon. And if you go full energy, you'll be sacrificing damage somewhere and so you'll be much more likely to need and use up that MRP faster. I suppose it ends up a matter of not if you're willing to compromise but what you're willing to compromise.
Personally, I'd love to have a pure energy build that didn't feel slow compared to the alternatives. Plasma slug combined with one additional fuel tank is as close as I've found to that (because I just never think about ammo conservation - which is the part of kinetics that bothers me - whilst still providing optimal damage in most cases) but appreciate it's not what you're looking for.
kinetics being more versatile.
Agreed. Though in most cases the only fundamental difference is ammo. Travel time (needing to aim at a circle instead of directly at the ship) might result in a few more missed shots even if aiming perfectly but this is a constant since day one. The versatility of kinetics (particularly mcs) has improved since engineers so I don't think that was to make up for flight time.Indeed, but they have travel-to-target time, limited ammo and reload time.
Lasers would be just too powerful if they had a damage-type-changer as good as incendiary is to multicannons.
Hitscans are powerful and Long range hitscans are even more
With the exception of rails which are point and shoot, travel time is an issue, but I would argue not that much of an issue, given that all kinetic builds are viable and pretty much the meta for PvP. Energy builds have another issue and that is the rapid fall off in damage over 500m compared to much longer ranges for kinetics. Even SRB rails have a 1 Km range before fall off. I doubt that having a hull damaging energy buff would upset the balance too much.Indeed, but they have travel-to-target time, limited ammo and reload time.
Lasers would be just too powerful if they had a damage-type-changer as good as incendiary is to multicannons.
Hitscans are powerful and Long range hitscans are even more
With the exception of rails which are point and shoot, travel time is an issue, but I would argue not that much of an issue, given that all kinetic builds are viable and pretty much the meta for PvP. Energy builds have another issue and that is the rapid fall off in damage over 500m compared to much longer ranges for kinetics. Even SRB rails have a 1 Km range before fall off. I doubt that having a hull damaging energy buff would upset the balance too much.
The fall off is better than lasers as I pointed out, even SRB rails have double the distance that lasers have without long range mod. They also have some very useful experimentals like feedback cascade and super pen. They are not the only fixed weapon, PA’s are fixed too and despite the lag I find rails easier to hit with than PA’s, but that maybe just a practice issue. As for microgimballing we are lucky to get any at all. Real life fixed weapons are, well fixed. No gimballing micro or otherwise.Rails are the exception. And they're hitscans too, like lasors.
But they come only as fixed, they do mostly heat damage (60%), they have limited ammo, they have high energy and thermal requirements and not at last, they're a pain to shoot because of the delay.
Their fall-off is also really bad, that's why most people are using Long range as mod (but also because microgimbal is so awesomely broken)
I love your build man. That shield configuration is frankly just crazy. I'm seriously going to go back and completely reconfigure my entire Corvette build. I'm using prismatic shields and I have almost 3K less shield strength than your Bi weave build.The laser build I shared does just fine in CZs. No need for inertial impact, no need for synths.
I love your build man. That shield configuration is frankly just crazy. I'm seriously going to go back and completely reconfigure my entire Corvette build. I'm using prismatic shields and I have almost 3K less shield strength than your Bi weave build.
I love how the thermal resistance is almost 9,000 while it still has a fast recharge rate. I have something similar for a chieftain I fly but its quick and agile.Thank you, I really appreciate it. I built the shields for that with the same mentality as the weaponry: C7 fast charge biweave with 67% thermal resist yields a combo that takes only a little of the damage received and charges it back really fast. Basically SCBs are one more type of ammo and if I would need to use them often, it would not benefit me much that I do not need to go to station to rearm the weapons. Anyhow, thank you for your kind words and see you in the black.
I have a corvette all beams that almost continually firing melts a high cz in 20 minutes.