Elite Dangerous

Elite Dangerous

Furry Eskimo Dec 26, 2019 @ 8:52pm
Long range vs Focused [Engineering Lasers]
I've been reading up on this but figured I'd try opening a discussion.
I'm engineering at Broo, got most of what I need, and am experimenting with making engineered medium ships.

I'm currently testing phasing lasers, to see if a medium ship can stand any chance against hull tanks, without the use of cascade missiles.
This ship I'm using now is ok, but has limited power. It seems like it can handle either pulse lasers or burst, but that's it.

I've currently got two lvl3 gimbaled pulse lasers, focused. I tend to fight at ~3km I think, so long range seems like overkill, yes? Will the penetration upgrade help at all you think? I thought this weapon couldn't really do penetration damage. (I considered efficient of overcharged weapons, but idk if efficient burst is better/worse than this, or, say, some other version of pulse?)
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Furry Eskimo Dec 26, 2019 @ 9:09pm 
ok, I read somewhere that focused caused increased damage to internals, so that's probably best for me, since it maximizes potential damage to shield tanks within the range I'm likely to fight them. Long range deals consistent damage at all ranges, but does, no penetration damage??
I use long range beam on my large ships as a way to engage or discourage attacks, but don't rely on them to actually kill anything.
Naryoril Dec 27, 2019 @ 12:54am 
If you want to fight at 3km distance using lasers, there is no way around long range. While lasers have a range of 3km, they do almost no damage. The damage falloff starts at 500m (600m for beams) and then gets lower the further you get, afaik it's linear, ending at 0% damage at 3km. Long range doesn't only increase the maximum range, it also completely removes the damage falloff, you'll do the same damage at the maximum range (6km if fully upgraded) as at 1m distance.
Furry Eskimo Dec 27, 2019 @ 7:06am 
You sure? Focused increases the range too for damage falloff. I haven't tested it yet, but I haven't encountered any issues.
<Caeris↝ Dec 27, 2019 @ 7:13am 
Focused increase only armor piercing and max. range, but not dmg. falloff.
Furry Eskimo Dec 27, 2019 @ 7:24am 
Actually I think it does increase the falloff range, but not by as much.
<Caeris↝ Dec 27, 2019 @ 7:51am 
It doesn´t :wsma_happy:


With long range your dmg. don´t decrease from "depends on your weapon" (ex. 600m) - 6km, but with focused you start losing it at "depends on your weapon" (ex. 600m).

With focused it only takes longer to lose firepower of the weapon. You lose 0,1% - 0,6% dmg on your way to 6km.


Pctechnik (Banned) Dec 27, 2019 @ 7:53am 
Originally posted by Furry Eskimo:
Actually I think it does increase the falloff range, but not by as much.
it does, by 100%
<Caeris↝ Dec 27, 2019 @ 8:05am 
Originally posted by Pctechnik:
it does, by 100%


True, my failure. :embarrassedh:
Furry Eskimo Dec 27, 2019 @ 8:08am 
I just double checked and yes, the damage falloff distance Is increased. My pulse lasers had a falloff distance of 500m, and now it's closer to 900m, and not full upgraded. The maximum range is clsoer to 6km.
Damage per second is down by ~10%
Damage is down by ~10%
Thermal load is up by ~4%
Armor piercing is up by ~100% (52 --> 103)
Range is up ~83% (3km --> 5.5km)
damage fall off increased by ~84% (500m --> 920m)
Naryoril Dec 28, 2019 @ 12:38am 
A fully engineered focused pulse laser has a maximum range of 6km, falloff start at 1 km. Since the damage falloff is linear between the falloff start and the maximum range, that means 20% damage loss per km, so fighting at 3 km distance means a loss of 40% damage. Whatever other advantage focused has, this is way too much of a drawback compared to long range.
Furry Eskimo Dec 28, 2019 @ 7:42am 
Psh, 40% loss at the max range I tend to fight at, with the bonus of damaging internals sounds ok to me.. or at least it sounds worth trying out.
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Date Posted: Dec 26, 2019 @ 8:52pm
Posts: 12