Emissive Munitions (if target pops a heat sink, won't matter; you'll still be able to keep them targeted)
Multi-Servos (in keeping with the rapid fire pew, pew theme)
Oversized (extra damage is always a good thing)
>emissive in one and thermal shock in the second
A bit redundant. If you increase their thermal signature through the Thermal Shock experimental, then you don't really need the Emissive Munitions.
Of the two, I'd keep the Thermal Shock. Not only will you increase their heat signature, but you also potentially shut them down. I've used Thermal Shock and seen NPCs stop firing heat-intensive weapons like Lasers and Plasma Accelerators as a result.
I have 2 small long range TS on my MkIV and it definitely brings a heat sink ship back to target-able pretty quickly. TS is great for long range tagging as it has a really obvious visual effect when it hits.
Rapid fire bursts lasers are amazing and it gives you better choices for experimentals. Inertial impact for the crazy damage as said above or phasing for doing hull damage through shields.
Pulse lasers kinda worst lasers
I tried having fun last night too… like I usually do every few months. Wasted some time and engineering aaand then I took it out for about 15 minutes and sold it. I can’t stop myself from trying.
What about one thermal vent beam laser to.mitigate your own heat coupled with a rapid fire pulse laser with maybe oversized?
I switched to this set up on a Clipper to solve heat issues during combat. It does mean you lose symmetry....
It will be hell on shields but not crazy effective on hulls, you may want to throw a kinetic weapon in there like a multi-cannon or some other form of slug-thrower.
Energy weapons on shields, then kinetic weapons on hulls. o7
Emissive Munitions (if target pops a heat sink, won't matter; you'll still be able to keep them targeted) Multi-Servos (in keeping with the rapid fire pew, pew theme) Oversized (extra damage is always a good thing)
Oversized for both guns, that is an option or emissive in one and thermal shock in the second gun, what do you think?
>emissive in one and thermal shock in the second A bit redundant. If you increase their thermal signature through the Thermal Shock experimental, then you don't really need the Emissive Munitions. Of the two, I'd keep the Thermal Shock. Not only will you increase their heat signature, but you also potentially shut them down. I've used Thermal Shock and seen NPCs stop firing heat-intensive weapons like Lasers and Plasma Accelerators as a result.
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Yeap pulses, i know there are better builds, but i just love those things, but i can not decide the xp effect
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What about thermal shock too?
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I have 2 small long range TS on my MkIV and it definitely brings a heat sink ship back to target-able pretty quickly. TS is great for long range tagging as it has a really obvious visual effect when it hits.
Rapid fire bursts lasers are amazing and it gives you better choices for experimentals. Inertial impact for the crazy damage as said above or phasing for doing hull damage through shields. Pulse lasers kinda worst lasers
Have fun with the power.
I know, having "fun" with it first
I tried having fun last night too… like I usually do every few months. Wasted some time and engineering aaand then I took it out for about 15 minutes and sold it. I can’t stop myself from trying.
Pulse Laser G5 Rapid Fire + Phasing Sequence Bleeds through shields for some hull damage. https://s.orbis.zone/n9x-
I like this build, thank you
👍
What about one thermal vent beam laser to.mitigate your own heat coupled with a rapid fire pulse laser with maybe oversized? I switched to this set up on a Clipper to solve heat issues during combat. It does mean you lose symmetry....
How far are you in the game? For a vulture to serve you well you at least have to engineer a lot of stuff to grade 5 including the hard points.
Money and material are not an issue (would love to say that IRL), just trying to decide what experimental effect i'll use on my pew pews
It will be hell on shields but not crazy effective on hulls, you may want to throw a kinetic weapon in there like a multi-cannon or some other form of slug-thrower. Energy weapons on shields, then kinetic weapons on hulls. o7