Video - Rapid Fire Pulse Lasers with Phase and Rapid Fire Huge MC with Corrosive Shell on an FDL

Hey guys.


Today,s video I am going to test out fully engineered class 2 Pulse lasers with Rapid Fire and Phasing Sequence coupled with a class 4 Multicannon with Rapid Fire and Corrosive shell.


I will also test premium ammo later in the clip with some interesting results. Hope you enjoy!


If you like the work I do, and would like to help me create more content more often please consider supporting me on Patreon.



https://www.patreon.com/vindicatorjones


You can now also follow me on twitter to get up to date information on what I am working on and other stuff. I will also be running a few competitions on twitter, so keep an eye out.


https://twitter.com/VindicatorJones

[video=youtube;9xtu3vkOF78]https://www.youtube.com/watch?v=9xtu3vkOF78[/video]
 
Repped. Thank you!

Thanks to many people here, I have ditched gimballed pulse lasers on my FDL, and now use 4 fixed Class 2 pulse (level 5 rapid-fire mod) with (for now!) a Class 4 overcharged (level 5) MC (with corrosive effect), also fixed. I am thinking of going rapid fire, though . . . particularly on my brand-new Anaconda, which has two gimballed MCs, Class 3 and Class 4. Those'll enjoy the rapid-fire mod... :)

Thanks for making that a bit easier.
 
ANOTHER Brill Video Vindicator. Excellent!

Are you also using the new Purple Weapon Colour? I see your Multi's are Purple but the Pulse's are still white, or is this just my poor quality monitor here at work?

That colour FD made Just for you Mr Jones ;)
 
Hey guys.


Today,s video I am going to test out fully engineered class 2 Pulse lasers with Rapid Fire and Phasing Sequence coupled with a class 4 Multicannon with Rapid Fire and Corrosive shell.


I will also test premium ammo later in the clip with some interesting results. Hope you enjoy!


If you like the work I do, and would like to help me create more content more often please consider supporting me on Patreon.



https://www.patreon.com/vindicatorjones


You can now also follow me on twitter to get up to date information on what I am working on and other stuff. I will also be running a few competitions on twitter, so keep an eye out.


https://twitter.com/VindicatorJones

https://www.youtube.com/watch?v=9xtu3vkOF78
That's actually a bit slow compared to my setup...

My current mission runner is my python, a bit of a mix, of enhancements nothing 'specific' has one corrosive large multi cannon, one thermal, and one normal, all with boosted dps, then two beam lasers, one with healing and the other is normal, boosted dps.
I absolutely destroy ships, faster then this video shows, clearly it is because of the dps increase and not really because of the effects, though I am sure they help.

So yeah, just saying, this really doesn't say much?
 
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That's actually a bit slow compared to my setup...

My current mission runner is my python, a bit of a mix, of enhancements nothing 'specific' has one corrosive large multi cannon, one thermal, and one normal, all with boosted dps, then two beam lasers, one with healing and the other is normal, boosted dps.
I absolutely destroy ships, faster then this video shows, clearly it is because of the dps increase and not really because of the effects, though I am sure they help.

So yeah, just saying, this really doesn't say much?

Can you provide a video?
 
Nice video, as always.

It was sort of deja vu, though, at least to me. It looks a lot like the videos that used to be posted before Engineers, back in 2.0, that same level of destruction.

I guess that's the new normal. You have to Engineer the heck out of your ship, just to go back to 2.0-like combat.

Anyway, thanks for the video and great info. I might have to mess around with those rapid-fire mods myself.
 
ANOTHER Brill Video Vindicator. Excellent!

Are you also using the new Purple Weapon Colour? I see your Multi's are Purple but the Pulse's are still white, or is this just my poor quality monitor here at work?

That colour FD made Just for you Mr Jones ;)

Oh indeedy, as soon as I saw it, I purchased it. Half of the video is without the colour mod, the other half is with, so maybe thats whats throwing you off. The multicanon firing purple shots when in exterior view is just g awesome. Theres a video of it on my twitter feed.

Heres the link

https://twitter.com/VindicatorJones/status/797339036108980224


What's with the thruster display? You playing on a console?

No, I am using an X-52 pro Hotas. HOWEVER, what I am using is a gamepad Onscreen plugin for OBS, then mapping my thruster keys to the Directional pad on the gamepad, giving me a usuable graphic to show thruster positions.
 
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Yea my take-away is that Phasing really isn't helping you at all here. As expected.

By the time you drop their shields, the hulls are still at like 95%-99%. Thus the entire point of the effect is lost. It really is a PvP effect. For pure PvE, you would have killed these targets faster with the Grade 5 rapid pulses rolled with no effect at all. Phasing Effect shows its value over time against super shield tanks. Something NPCs cannot be by design.

Anyway, did they change corrosive so that bigger hardpoints amplify the damage more? I haven't really kept up.
 
Yea my take-away is that Phasing really isn't helping you at all here. As expected.

By the time you drop their shields, the hulls are still at like 95%-99%. Thus the entire point of the effect is lost. It really is a PvP effect. For pure PvE, you would have killed these targets faster with the Grade 5 rapid pulses rolled with no effect at all. Phasing Effect shows its value over time against super shield tanks. Something NPCs cannot be by design.

Anyway, did they change corrosive so that bigger hardpoints amplify the damage more? I haven't really kept up.

When I was editing, I was noticing hulls dropping to 75%-90% depending on how fast the shields went down. The longer the shields stay up, then more damage will be transferred to the hull over time like you said, hence why I want to take this PVPing..

Through all the testing I have done so far with thermal shock, overcharged and various other combinations, this build has been the most effective.... so far....
 
Hi Vindcator,

Loved the video, very interesting setup will have to have a look into this myself.

What is the background music you are using, sounds great for playing along too?
 
When I was editing, I was noticing hulls dropping to 75%-90% depending on how fast the shields went down. The longer the shields stay up, then more damage will be transferred to the hull over time like you said, hence why I want to take this PVPing..

Through all the testing I have done so far with thermal shock, overcharged and various other combinations, this build has been the most effective.... so far....

I noticed this in your video too. I've just upgraded to overcharged pulses with one large overcharged MC (Corrosive). I find it's nice damage but I really do need the extra distributor focus, I run out of juice quickly.

So I'm thinking rapid fire is the more efficient option and will give it a go as soon as I've finished upgrading.

It's just a matter of what effect I go for. Phasing looks somewhat useful in pve (I don't pvp) against Anacondas. But it'll be much less useful as the ship size reduces,that's clear. The longer shields are down, the less benefit.

I've currently got two pulses with scramble spectrum (the other has concordant sequence as I often play with a friend in a wing). The theory behind it seems really useful but there's no tangible way to measure the effectiveness. I'm just assuming it's helping me.

I'm not interested in thermal shock and I don't know how much benefit emmisive provides. So I'm not really sure what effect is most useful for these two pulses.
 
That's a lot of damage. Only problem with that setup, is that after about 30 minutes of making stuff go pop without any challenge, it gets really boring :/
 
When I was editing, I was noticing hulls dropping to 75%-90% depending on how fast the shields went down. The longer the shields stay up, then more damage will be transferred to the hull over time like you said, hence why I want to take this PVPing..

Through all the testing I have done so far with thermal shock, overcharged and various other combinations, this build has been the most effective.... so far....

Oh I don't doubt the effectiveness. I have rolled 8 or 9 rapid fire phasing pulses myself (including 1 C4 pulse) and have them equipped and use them on my ships daily. Mostly been PvE'ing to level up my pet pilot. I wish I could say I've ever seen ever phasing drop a hull by more than 10% before the shields dropped but the truth is I haven't. Not even once in live or the Beta. At best I've gotten an NPC hull down to maybe 89% before the shields caved? NPC shields are soft as a baby's butt and it makes it really difficult to appreciate the effect at all in my experience. But I'm spending 90% of my time in CZs and maybe NPCs have more armor? I don't know. But yea that's been my experience. The greater the shields, the more useful the effect making it the perfect PvP weapon but only acceptable for PvE. Which I think is obvious, but probably still worth saying for the uninitiated. :D

That said, I would expect it to feel better than Thermal Shock. Thermal Shock has a BIG damage penalty so you're going to kill NPC ships about 20% slower using a thermal shock array than you would vanilla-rolled guns of the same Grade. In fact, I'm pretty sure Thermal Shock has the biggest damage penalty of all. I believe the only Pulse mods that *don't* come with some amount of DPS penalty are Emissive and Concordant...both of which have no value in redundancy (effects don't stack) and significantly increase your thermal load. I can't remember which of the pulse effects between Scramble and Phasing offers the *least* amount of damage penalty. I feel like Scramble is around -8% or -9%?
 
That's a lot of damage. Only problem with that setup, is that after about 30 minutes of making stuff go pop without any challenge, it gets really boring :/

Normally I would agree, but having the FDL Engineered makes for some of the most Funnest flying I have ever had. Taking on Elite wings is always a really great challenge and occasionally an NPC will actually fight reasonably well. I was never once bored making this video.

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Oh I don't doubt the effectiveness. I have rolled 8 or 9 rapid fire phasing pulses myself (including 1 C4 pulse) and have them equipped and use them on my ships daily. Mostly been PvE'ing to level up my pet pilot. I wish I could say I've ever seen ever phasing drop a hull by more than 10% before the shields dropped but the truth is I haven't. Not even once in live or the Beta. At best I've gotten an NPC hull down to maybe 89% before the shields caved? NPC shields are soft as a baby's butt and it makes it really difficult to appreciate the effect at all in my experience. But I'm spending 90% of my time in CZs and maybe NPCs have more armor? I don't know. But yea that's been my experience. The greater the shields, the more useful the effect making it the perfect PvP weapon but only acceptable for PvE. Which I think is obvious, but probably still worth saying for the uninitiated. :D

That said, I would expect it to feel better than Thermal Shock. Thermal Shock has a BIG damage penalty so you're going to kill NPC ships about 20% slower using a thermal shock array than you would vanilla-rolled guns of the same Grade. In fact, I'm pretty sure Thermal Shock has the biggest damage penalty of all. I believe the only Pulse mods that *don't* come with some amount of DPS penalty are Emissive and Concordant...both of which have no value in redundancy (effects don't stack) and significantly increase your thermal load. I can't remember which of the pulse effects between Scramble and Phasing offers the *least* amount of damage penalty. I feel like Scramble is around -8% or -9%?

What makes a big difference is the Corrosive shell of the Multicanon, it actually weakens the hull, which means the Phased Pulses actually do more damage. I would suggest trying it out as looking through all my unedited footage, I was getting at least 10% on medium sized ships and up, and sometimes getting up to 30% before the shields dropped.
 
Normally I would agree, but having the FDL Engineered makes for some of the most Funnest flying I have ever had. Taking on Elite wings is always a really great challenge and occasionally an NPC will actually fight reasonably well. I was never once bored making this video.

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What makes a big difference is the Corrosive shell of the Multicanon, it actually weakens the hull, which means the Phased Pulses actually do more damage. I would suggest trying it out as looking through all my unedited footage, I was getting at least 10% on medium sized ships and up, and sometimes getting up to 30% before the shields dropped.

I thought corrosive only affected hulls on a hull hit though, i.e.after shields have been dropped anyway?
 
Yea my take-away is that Phasing really isn't helping you at all here. As expected.

Yeah, phasing is basically guaranteed by design (as it harms hull, not modules) to make TTK worse until a tipping point is reached - such as if the target is a min/maxed PvP Ferdie with all SCB's and no HRP's.

Against most PvP targets and probably all PvE targets, that tipping point will never be reached. It will be quicker to apply maximum possible shield damage followed by maximum possible module damage.
 
Does the corrosive apply the penalty if it hits the shields?

I knew rapid-fire was disgusting from Beta. Getting an effect on a level 5 upgrade for each weapon with the engineers is a pain though, to gain back those levels with them (without even thinking of the materials!).
 
When I was editing, I was noticing hulls dropping to 75%-90% depending on how fast the shields went down.

Coming back to this finding. I just went through your first 13 kills in your video, noting the % of hull damage your phasing weapons did just before shields collapsed. They were as follows:

89% - Viper 4 ==> 11% Phasing damage done
92% - Anaconda ==> 8% Phasing damage done
92% - FdL ==> 8% Phasing damage done
98% - Dropship ==> 2% Phasing damage done
96% - Python ==> 11% Phasing damage done
94% - Python ==> 6% Phasing damage done

~ synthesized +30% damage ammmo ~

78% - Asp Scout (target started at 79% hull before you started attacking him; presumably he had been fighting with other NPCs before you found him) ==> 1% Phasing damage done

76% - Python (target started at 80% hull before you started attacking him; presumably he had been fighting with other NPCs before you found him) ==> 4% Phasing damage done

95% - Cobra III ==> 5% Phasing damage done
94% - FdL ==> 6% Phasing damage done
91% - Eagle ==> 9% Phasing damage done
95% - Python (his shields were damaged a bit prior to attacking him, so you may have been able to get him down to ~93% had his sheilds been full) ==> 5% Phasing damage done
94% - FdL ==> 6% Phasing damage done

=====

Take-aways: I did not see any instances where you took a ship with 100% hull and 100% shields to below 89% hull before shields dropped. Unless it happened on a clip that got left on the editing room floor, I'm going to say you misread a couple of results, specifically the Asp Scout and Python kills that came immediately after rolling the +dmg MC ammo. As noted above, you found both of those ships with significant hull damage already done to them, presumably by a previous NPC vs NPC battle.

These numbers are in line with my own findings between the Beta and live versions with my ships. NPCs simply don't have very impressive shields. As a consequence, a CMDR is only ever really going to get somewhere between 5%-11% extra hull damage on a target using Phasing Sequence (on average). In the case of your video, amping the damage of your Corrosive MC actually served to neuter the effectiveness of your Phasing sequence weaponry because the corrosive rounds were making shields come down even faster! Unintended but interesting to see nonetheless.

The question a pure PvE CMDR must ask themselves is whether or not that free 5%-10% of hull damage is the best effect investment for them compared to other effects. Personally, I would argue that it is not and that mixing effects would provide you with a better overall PvE experience. For example, I'd probably rather have at least 1x Grade 5 C2 Scramble on board than the extra 1%-2% hull damage a 4th Phasing is going to give me. Sometimes those malfunctions can be quite handy. Taking a step further back, for the pure PvE CMDR raw damage on the pulses is probably better for killing NPC ships...meaning (again) you'll probably kill ships faster with Grade 5 rapid pulses with no special effect (or with effects that give no damage penalty) at all than you would with Phasing Sequence/Heat on all hardpoints because of the damage penalty.

For a CMDR who is doing a mix of PvE and PvP, I think this setup offers enough damage to allow you to not feel like you have to have hot swap between 2 completely separate loadouts all the time. You could just use this more or less all the time (though you may want to swap something out for a feedback rail and/or an emissive). It's *good enough* for PvE while being pretty solid for PvP.

Pure PvP CMDRs in an FdL would probably want to either go "all in" with Phasing on all hardpoints, or only a couple of them with the rest being something like Heat weapons (eg. 2x C2 phasing, 2x C2 heat, 1x C4 heat perhaps). The all-in phasing strat would probably skip the feedback rail because the full phasing CMDR doesn't really care about your shields going down in the first place. They're trying to kill your hull over time.

$0.02

Does the corrosive apply the penalty if it hits the shields?

I knew rapid-fire was disgusting from Beta. Getting an effect on a level 5 upgrade for each weapon with the engineers is a pain though, to gain back those levels with them (without even thinking of the materials!).

No, it does not. Corrosive applies to the hull only. Only thing I am not clear on is if they changed corrosive to do more damage based on hardpoint size or not. It used to be a flat increase no matter what size your hardpoint, but I'm not 100% sure if this is true in 2.2 or not.
 
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