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Or, Thermal Vent Efficient Beam (Keeps cool if you hit, gets hot if you miss)
Plasma Accelerator
Fixed Cannon
I disagree with Auslander that you need thermic weapons to break shields, when you have incendary multicannons. But if you want more shield focused dmg, the PA is a good idea.
Also I'd try to at least have one fixed weapon on board: more damage when you hit, and chaff won't make you miss.
As for ammo, with a PvP ship, you only need ammo for a fight, for PvE bring some lasers. But the PA has the bonus of the Plasma Slug upgrade, which uses fuel as ammo. What could be intesting is getting the Advanced PA, give it Rapid Fire and fuel ammo.
Finally, with module storage, you can have lots of different builds, maybe get both my suggestions, and the lasers others recommend.
Incendiary makes MCs deal thermic damage, yes. However that damage is offset by a boatload more thermal load...cuz fire boolets
OP wants FDL to stay cool-ish, so any real effient modded weapon can work, but since MC's dont really demand too much Distributor draw, a PA or Beam would work nicely (Or a burst if sustained damage is difficult for OP to do)
Make sure you also learn to use forward and reverse blue turning thrust, otherwise it may take your FDL over a minute and a half to kill diamondbacks, by herself.
I suggest if using FA-off at the end of your turn, to look into the FA-off mechanics, otherwise, you end up making the turn your FDL could be doing, much worse.
Beams are ok, if you can stay on target with gimballs, but if you learn to fly the FDL, it actually doesnt need any gimballs. while the downward lateral thruster on an FDL is quite poor, it more than makes up for it with it's powerful vertical lateral, and horizontal thrusters.
Her forward momentum is nice, as the boost is good to use to pick up speed.
If you know more FA-off stuff, use FA-off to uncap your momentum gains, to allow you to accelerate friggin quickly.
I'd stay away from rapid fire mods on multis and lasers, as the distributor draw, and heat with a drained distributor, is too much for that zorgon peterson to handle.
for the secondary on a plasma, id lean toward target lock break, and or dispersal, these negate the use for your FDL to carry chaff. (and if used against NPCs, chaff is only mildly useful against NPCs with turrets if you try to face time them.)
For cannons, if you did run some, id stick to fixed mounts with long range, and high velocity or dispersal effect, the increased muzzle velocity, is more than sufficient to always hit your target. as well as extra ammo and DPS never hurts.
IF you did run multis, id run maybe 2 Mediums at most, with 1 corrosve G5 high cap, and 1 efficient grade 5, with no effect.
This keeps the multicannon thermal load, so dang low, you wont notice it. the incendiary effect is only needed if your lasers or thermal weaponry are struggling, which in an FDL if they are, your doing something wrong.
if you keep your boosters to 4 or 5, at max, with resist, and your shield to either a standard or bi-weave, with some back up shield cells with g2 specialized, (for extra julage) youll be good.
Think more along the lines of, what weapons can i pair well, on the FDL herself?
She's sleek and fast, but if built incorrecly, she is a travesty.
She benefits from hitting hard, and fast, and being more of a shock and awe ship, than a ship that can take as much as she gives.
Be sure not to skimp on your armour, while the FDL does have horrendous armour for a medium ship, the resist you can afford yourself is well worth the investment.
You should be able to skimp on a D rated Lifesupport, which id mod lightweight at Bill or lori Jameson for loss of power.
and the sensors should be A rated with either lightweight or longrange (if you can afford the weight and power draw.)
Try not to go overboard on the powerplant, id stay away from any overcharge higher than G3. and if going G5, id opt for an armoured, as that will lower your heat, give you a smidge more power, and protect your FDL's fragile powerplant that much more.
Good luck CMDR, Fair Winds
Well I was saying that since OP already had efficient incendary multis, so adding a thermal dmg weapon might not be as usefull.
In any case the PA is good, since it deals all kind of dmg, and absolute dmg, aaannnd has the penetration stats of a weapon of higher class. It's basically the all rounder that requires skill.
Plasma hits like a truck - that's why I have 3 on my Conda. I prefer more Thermic on my ships than Kinetic, plasma being the exception. Plus a huge thermic would outdamage the 3 multis anyway, even when the shields drop on larger ships
I suppose the bigger question is does OP want to whittle shields down with the Huge hardpoint or the mediums?
20 mag/ 340 reserve.
It does less damage than the large, which the APA uses. (class 3 only. so on an FDL it would waste that class 4 mount it has.) but fires as fast as a G5 rapid fire PA, you dont need the rapid fire mod on it, as its thermal and distributor are insanely low for a large PA mount.
in fact, the rapid makes it worse, by lowering your damage per shot, and if you coupled it with fuel ammo, it would lose even more damage per shot, making it moot.
I would stay away from fuel ammo weapons, due to the FDL having a class 4 gas tank. 16 tons with fuel ammo, gives you about 100 shots with one huge PA (enough to drain your gas tank), which is 5 less than it is fitted with.
If you fit with a huge PA, id use it as a weapon of opportunity, use it to bash powerplants to nothing, and to lead as an opening alpha strike.
If for PVP, id think about a long range rail gun, and either a seeker or packhound with high cap, and drag munitions, or thermal emissions. the rail would be fitted with feedback to cancel shield cell charges. and weaken the gen.
The 8 kilometers the rail affords you, makes you a sniper.
Cracked industrial firmware needed, so, be wary of that.
Alternatively fit your mediums with Frags, and the huge with Plasma, (all fixed) 2 frags with incendiary, 1 with screening shell, and 1 with corrosive, and you will have a frag monster.
the best PvP is a frag PvP-and just for the lolz, the extra ammo the frags have, as well as extra ammo in the fixed mounts, cuz fixed buffs, is nice for that, for PVE, that leaves you pretty reliant, and if your hit accuracy is low, you get about maybe 24 ships before your dry.
The Mediums munch shields easily enough, but they are slow. I managed to de-shield a Cutter w/ 3000 mj strength and 4 SCB uses, but I was practically empty when they went down. The Huge hardpoint should assist with that, ideally.
https://www.youtube.com/watch?v=QEf4ZOur5MU&t=622s
im always down to talk FA-off uses, but thats a little off topic, so ill leave this here
Consider an efficient beam or PA then, both will help against shields and let your multicannons have fun with the hull
Granted, if this is actual PVP people two things occur
1. Shield tankers, so thermal weak (or one good resist and heavy duty everywhere. And once shields drop they'll either run off or have weak hulls
2. Resist stackers, weapons damage will be about the same regardless of damage type (give or take)
Now, should I do Phasing Sequence (through shield damage), Dispersal Field (confuses gimbals and turrets), or Target Lock Breaker (self-explainatory)? Anyone with experience able to give me their opinion?
Well.. It's not so cut and dry, unless there is some underlying hidden resistance I don't know about. All my shields are more resistant to thermal than kinetic. (pls no shoot cannons at me) Thanks to G5 Thermal resist engineering. Now granted, this is just what I opt for on low-shield ships because something like Heavy Duty Shield Gen is only going to add like 20-50MJ for some pretty severe penalties in regen speed. I'm sure the story changes when you're running something with an enormous base MJ value to buff.