So are lasers pretty much the weapon of choice?

See title.

 

Seems that 75% of people use lasers, followed in second by plasma and rail is a rarity.

 

Is that the way to go?

 

If so what laser setup do you use?

No. Lasers are only good for their range in my opinion, and that’s what I’m shocked to see that a good amount of Fighters are using lasers as well.

 

People don’t use rail that much because of the slow projectile speed, I think.

Also no leading, so not as much missing for the fast targets. But you have to be dead on to hit. But being able to sweep and break cloakers is handy. 

I think most people see it as better because you get “instant” damage popping up on the screen but do not realize that once shields go down the lasers become less effective due to having to DIRECTLY hit the ships.

 

They are great against Frigates, less so the smaller the ship gets.

 

Also, you cannot change(at least to my knowledge) lasers to Kinetic damage.  This in itself makes plasma for effective for maximizing damage to specific targets.

With Plasma being EM (best against shields) and Kinetic (best against armor) and lasers being hitscan weapons, there’s no point in taking rails unless you just like spewing bullets instead of lazors. As far as min/maxing goes, railguns are the worst damage type.

No. Lasers are only good for their range in my opinion, and that’s what I’m shocked to see that a good amount of Fighters are using lasers as well.

 

People don’t use rail that much because of the slow projectile speed, I think.

 Rails have fast project speed, but low ROF

What’s this wonderous weapon that keeps hitting me that knocks down shields and kills in a few hits, I don’t know what it’s called, but it’s orange? the boss in the scenario fires it during that warning when you are out in the open? I’ve seen some players use it as well.

 

I seem to be using lasers, and plasma more now, rails only because a contract might require it. I do have pulse lasers on a fighter, but I really think it’s all personal preference and how you “meta” for your build. lasers deal thermal damage normally, some people might put equipment that lessens thermal damage, lasers users may know this, and use that mod that converts it to EM damage…a fine game of cat and mouse they put in here indeed.  

I currently use lasers but after I reach T4 I’m going to do contracts with vanguard and run scenarios for a blue/purple plasma.

What’s this wonderous weapon that keeps hitting me that knocks down shields and kills in a few hits, I don’t know what it’s called, but it’s orange? the boss in the scenario fires it during that warning when you are out in the open? I’ve seen some players use it as well.

 

I seem to be using lasers, and plasma more now, rails only because a contract might require it. I do have pulse lasers on a fighter, but I really think it’s all personal preference and how you “meta” for your build. lasers deal thermal damage normally, some people might put equipment that lessens thermal damage, lasers users may know this, and use that mod that converts it to EM damage…a fine game of cat and mouse they put in here indeed.  

“Pulsar”

 is the module.

And the pulsar is a little overpower dont you think? The cursed thing can hit you behind a  rock ,have a good range and is cant be evaded.

hobbit, it’s a frigate only module called a pulsar or “smartbomb” in the weapons kill listing and is very very useful for forcing interceptors to break off. If you are in an interceptor or fighter when someone pops a pulsar, break off and come back later after it finishes unless you are very very certain you can kill him in the next 1-2 shots, otherwise there is no point forcing abuse on your already thin armour and shields. The scenario boss one is probably tweaked for huge AoE range.

 

For railguns, there is a possible use for them in interceptors. With rails and shaped charges (+10% crit chance-double damage), there is already a base 44%(?) chance to critical per hit (30% from interceptor, 4% from rail, 10% from shaped charge). Add Broadband Scanner and you get about 50% chance of double damage per shot, think there was an implant that jacks the % up to 60%?

Lasers have two major problems.

 

The first is their rate of fire is to low, to deal proper competitive levels of damage.

The second is there is a design flaw - mechanical flaw with the beams.

 

laser110.jpg

 

As you see above, only the very center does full damage. However, their entire circle is the circle

of the target enemies “fiire zone” (the circle you fit into, to kill him). Now you understand

why beams need a chance, its to correct this problem, so they deal proper level of damage.

 

 

Rail guns suffer two major design problems.

 

The first is their charge speed is still to low. The rail should be an accurate high damage gun, its control

should be based around lower rates of fire. Which brings us to our next problem.

 

Either the rate of fire is to low on the Rail, or the damage is, and seeing a situation whree a guy is on top

of you and you cant shoot it will fustrate people out of using them (or most of them) so as a result

a rate of fire increase is best.

 

in general all rails should be min 60 rpm, lasers 90-120 min rpm (undecided) and plasma min 150 rpm.

Uhmari, have you tested the rails with a critical damage build? If you can get greater damage by multiple critical hits, that might solve the “greater damage” part of the problem. The ROF is a bit too slow I agree.

 

I’m currently on a T3 interceptor (30% crit) with rapid fire rails (4%), shaped charges (10%) and Elite Broadband Scanner (+11%) for a total of 62% critical chance (Missing something, can’t remember what gives the extra 7%). This gives it double damage every 2 shots or so, giving it an effective +50% firepower.

I’m currently on a T3 interceptor (30% crit) with rapid fire rails (4%), shaped charges (10%) and Elite Broadband Scanner (+11%) for a total of 62% critical chance (Missing something, can’t remember what gives the extra 7%). This gives it double damage every 2 shots or so, giving it an effective +50% firepower.

 

Wow. Now that looks fun. To be fair though, your interceptor is making the rails work. Most ships don’t have the 30% Crit boost, making crit shots pretty unreliable.  Just curious, what interceptor is it?

all interceptors have min 30% crit

I spec my interceptors rails for range I want to say I got it to a 5kish range which is good times,

Uhmari, have you tested the rails with a critical damage build? If you can get greater damage by multiple critical hits, that might solve the “greater damage” part of the problem. The ROF is a bit too slow I agree.

 

I’m currently on a T3 interceptor (30% crit) with rapid fire rails (4%), shaped charges (10%) and Elite Broadband Scanner (+11%) for a total of 62% critical chance (Missing something, can’t remember what gives the extra 7%). This gives it double damage every 2 shots or so, giving it an effective +50% firepower.

I am definitely looking into something like this as well as a build.

 

Federation as well, so you get the “50% increased damage from critical shots” skill point around rank 6ish?  That should be saaaaaahweeet!

Pulsar is powerful, but you just have to realize they are going to use it.  Whenever I attack a Frigate now I rush in and take out their shields with my EM based Plasma, then I rush out and recover whatever shields I lost(theirs take longer) and then I go in for the kill after the Pulsar sat doing nothing. Web them, Disable modules afterwards, ect, finish them off.

I currently use lasers but after I reach T4 I’m going to do contracts with vanguard and run scenarios for a blue/purple plasma.

Woh woh woh…do scenarios give you loot?

Woh woh woh…do scenarios give you loot?

If you win a scenario, at the end there will be one purple dot. You will almost always get overcharged or experimental loot from it.  Though on rare occasions I have found no loot.

Though on rare occasions I have found no loot.

 

Ouch!!!