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Adds 50% more damage to the base weapon and splits it evely between thermal and kinetic. Makes a good way for small ships to have very good dps against both shields and hull without having to use weapons that need ammo or have a high draw. And then throw efficient or overcharged on it depending on your distributor's ability to sustain fire and you get quite the punch from a smaller ship.
Well done
For me the closest I've gotten to an all thermal weapon loadout are 2 efficient thermal vent gimballed beams on the largest hardpoints, and then 2 plasma slug Long Range rails on medium or small HPs, that are good for fixed weapons.
(The mod converts fuel into ammo, so you can add extra ammo pretty easily with fuel tanks)
My Krait Phantom for example can solo multiple high czs, if I feel like it.
If you're using a bigger ship, I'd still stick with 2 weapons of each kind and use the other slots for utility weps, like a corrosive multi (that helps a lot, and it can be high cap, since the damage from it alone is negligible) or missiles..
The beams take down shields and they help with the heat generated by the railguns, and if you snipe modules, you shouldn't have much of a problem dealing with NPCs.