Ships Weapons on FAS ideas

I have been using a full hull tank no shield FAS in the CG CZs and having lots of fun. I do need to refresh ammo and repair but it’s fine as I need to take quick breaks while playing so i don’t mind not running endless shield/energy weapons for example. I had a few pvp fights and got lucky with my rams and even killed an FDL and alliance chieftain or challenger that interdicted me. A mamba barely escaped from within CZ fight because my thruster is still grade 3 engineered, I am still finalizing my engineer unlocks. They were not pvp pros but neither is my ship.

However my weapons are not ideal. I went with the idea of separating the weapon groups based on hard point location. So I have a class3 OC auto loader gimballed MC on bottom center. Left auto loader OC class2 gimbal MC. Right corrosive OC MC.

On top center I have tier 3 engineered class 3 OC flow control beam laser. I am working toward broo for tier 5 engineer.

My combat strategy is while target shields are up I prioritize giving a clear shot and firing my beam laser constantly from as close as possible. I switch any pip I can afford to spare from maneuvering to weapons and fire MCs into shield if I have extra energy and opportunity to do so and the opposite when enemy is on hull.

looking back I should have made the multicannons short range although I don’t know how they will affect my heat levels. The amount i shoot over 1.8k is rare and not super necessary. I had planned to switch pips from engines to weapons and this does function but it turns out I am able to stay on target enough that my weapons are drawing from the distributor to the point where I am able to add my secondary weapon more often than I have the charge capacity to do so.

I am having a few thoughts of different weapons to try.
My first change is to keep the core idea the same and switch my MC all to short range and possible switch the laser from flow control to thermal vent to dissipate any heat buildup if I am able to fire my MCs constantly.

my second idea is to possibly keep all the MCs overcharged and instead change my top laser to a class 3 OC incendiary MC.

my third idea is to abandon the idea of weapon types separated by location and instead change my two class 2 hard points to rail guns and use one OC/SR incendiary MC and one OC/SR corrosive MC.

fourth idea is to put a different weapon than the laser or a MC on top entirely but I need something to burn through shields as quick as possible and would prefer to stick to two fire groups
 
keep all the MCs overcharged and instead change my top laser to a class 3 OC incendiary MC.
Do not overchartge multis. Always go short range. You will get slightly better damage than g5 overcharged and moderately reduced wep distro use. Heat increase is negligible especially if you have armored PP with thermal spread.
 
Thanks, I will change this setup and see how my heat levels go, which works out nicely because I will know if I need to thermal vent or keep flow control on my beam. I forgot to add, in my utilities I am using a kill warrant scanner so I do have space for a heat sink, and when I was engineering my power plant (to tier 4 only) I I went with the heat efficiency mod. I didn’t have the material for the heat experimental effect so I took the integrity there. I run three module reinforcement packages because I’d rather keep my weapons firing flawlessly than go down to low hull and my plant is way under capacity and thought getting my plant blown up is very unlikely
 
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