Need help with a beam cannon build for my chiron

Okay, so first of all I’m attempting to build my Chiron to be able to deal crits fairly often but with my current setup I get a crit every 4-5 seconds of constant firing. The ship itself is still running nearly all Mk1 gear so I guess that might contribute to the problem.
 
Implants

  fycDzvo.jpg

 
Current ship stats (Synergy level and bonuses)

  s7XNvfl.jpg

Current setup

ljGJnv6.jpg 

 

Current weapon stats

CO2gvhu.jpg 

 

 

 

Thanks for the help!   :01212:

Removed by Author 

I’ll try out your build tomorrow since I’ll have to grind up some credits to upgrade my infrared scanner and maybe try two and attempt deal with the reduced range.

I use basically the OP setup except I had flat reflector, iridium heatsink, thermal shield. And I used flares as a module, idk why but it felt good when their missiles missed XD Also idk why you aren’t using gigas II, it gives you the same resists but for hull as well, and if you get more than one target on you then it makes you tougher XD You shouldn’t be crashing into asteroids in LRF ;p

 

As for your implants, I use reduced afterburner cost, ship deals more damage below 50% speed, and the strafe implant 5. I used reduce module cooldown (over module parameters) for my build since I preferred the faster recharge for when I have reverse thruster (T5) and for the EM scatter.

 

Definitely upgrade those mods because white LRFs don’t make good closer combat gunships ;p

Not beam cannon… but same principle. Would use Horizon or 3rd Infra for Beam. If I had more purple Galva in T4, I’d maybe switch one for Beams. Also, possibly exchange resist module for reverse thruster.

0CuG43U.jpg?1

PCnndQd.jpg?1

uaKzm0V.jpg?1

n8fXNoM.jpg?1

you’r third galvanized is a waste,resists have disminishing returns so it’s best with 2 galv 1 armor plate

Okay, so first of all I’m attempting to build my Chiron to be able to deal crits fairly often but with my current setup I get a crit every 4-5 seconds of constant firing. The ship itself is still running nearly all Mk1 gear so I guess that might contribute to the problem.

Implants

fycDzvo.jpg

Current ship stats (Synergy level and bonuses)

s7XNvfl.jpg

Current setup

ljGJnv6.jpg

Current weapon stats

CO2gvhu.jpg

Thanks for the help! :01212:

change capacitor to iridium heatsink and put 2 infrared scanners and 1 target tracking comprocessor or horizon(but remember it takes out 5% dmg)

you’r third galvanized is a waste,resists have disminishing returns so it’s best with 2 galv 1 armor plate

Side note: raw survivability wise, resistances do not have diminishing returns

They don’t have diminishing returns as in 3x galv = 3x the resist number however the percentage formula hits hard after about 55%. In any case  you turn super slow with 3 of them and unless  you have an engi nearby all the time, the plated hull usually is the preferred choice.

They don’t have diminishing returns as in 3x galv = 3x the resist number however the percentage formula hits hard after about 55%. In any case  you turn super slow with 3 of them and unless  you have an engi nearby all the time, the plated hull usually is the preferred choice.

But if you did have an engi around all the time, you wouldn’t be like OP, what with two horizons…

 

40% crit chance is about one crit every three seconds. A bit more often, but close enough. If you want more crits (and less dps malus), replace a horizon with another infrared. Also, try doing a couple PvEs to get enough credits! You don’t want to play with white modules, those things suck.

They don’t have diminishing returns as in 3x galv = 3x the resist number however the percentage formula hits hard after about 55%. In any case  you turn super slow with 3 of them and unless  you have an engi nearby all the time, the plated hull usually is the preferred choice.

If you ignore the negatives of galvanics and look at resistances only for a moment, value of every single point of resistance is equal to any point of resistance you already have.

For example if you have 0 and get 10 resistance you will increase your “tankines” by exactly same amount if you would be going from 300 to 310.

I am not arguing that 3x Galavanics > 2x Galv + 1x ArmP, just technicality on how resistances work.

Side note: raw survivability wise, resistances do not have diminishing returns

what i ment is 2 purple galv give around 100 resist on all dmg types and if you put third galv it will not increase same % resist that the other 2 did so armor plates is better.every thing more than 100-140

resist is a waste coz volume can keep you alive longer.

what i ment is 2 purple galv give around 100 resist on all dmg types and if you put third galv it will not increase same % resist that the other 2 did so armor plates is better.every thing more than 100-140

no, 60 to 100 is equal in 100 o 140

resist is a waste coz volume can keep you alive longer.

That is not how it works. Volume does not keep you alive longer, so doesn’t resistances. Resistance is a liner survivability coefficient, volume is exponential coefficient they are nothing without each other. But volume is always there while resistances have to be gained.

  1. Black dragon survivability with 1-3 implant+3x Galvanized

(Regular dmg/ Explosion dmg)

Kinetic 31270.72/ 25016.58

EM 40291.12/ 32232.90

Thermal 40291.12/ 32232.90

Hull booster will heal 40% of your tank, making it:

(Regular dmg/ Explosion dmg)

Kinetic 44006.56/ 35205.25

EM 56700.76/ 45360.61

Thermal 56700.76/ 45360.61

  1. BlackDragon with 2x Galvanics and 1x Armor Plating

Kinetic 34201.44/ 27361.15

EM 45995.04/ 36796.03

Thermal 45995.04/ 36796.03

Hull booster will heal 31% of your tank, making it:

Kinetic 44855.46/ 35884.37

EM 60322.86/ 48258.29

Thermal 60322.86/ 48258.29

  1. 3x Galvanics have

Speed 180/216

Roll/Pitch 38.1/31.7

2x Galvanics +1x AP

Speed 167/200

Roll/Pitch 45.3/37.7

So as we can see, the tank difference is minimal, and no resists are no where near as a “waste, volume rules”

In fact in order to determine which one is better, one MUST take into consideration a lot of different factors, and how often he is exposed to them such as

  • 13-1 vs 13-3 and weapon equipped

  • Healing (auras/eclipse/station)

  • Active modules

  • Command with auras

  • Size of the map and amount of cover

  • Are you under constant pressure fire or are you just getting ganked once in awhile by wild CovOp

I am sure this list can go on.

Until all of that is not taken into account there is NO definite answer what is better, 3x Galvanics or 2x Galvanics + 1x Armor Platnig

P.S. these numbers for hull only all survivability contributed by shield has been ignored.

Tried out the build (and migrated it to my Cerberus which needs leveling) and it’s able to rip through fighters but hitting inties is somehow a problem since I switched my implants to benefit strafing.

 

I still have 2 galvanized which are now both Mk2 but kept on the two horizons, since the distance benefit is essential to out ranging enemy frigates. Lasers are now Mk2, same with infrared scanner giving me a crit chance of 39.8% with crits around 6000 - 8000 with all 6 turrets connecting with the target.

 

Oh, and pve is heavily unbalanced as I’ve now noticed since a squad of randoms is almost guaranteed to fail.

That’s why you need to develop spacial awareness and hit the inties before they can get behind you. Strafe to block them. Once they get behind you the extra rotation doesn’t always help although maybe it does vs some slower ones.