Elite Dangerous

Elite Dangerous

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meier47 30 JUL 2016 a las 1:45
Inertial Impact Modification of Burst Laser's useless due to extreme jitter ?
The Burst Laser's modification "inertial Impact" causes extreme jitter making it nearly impossible to hit anything at all (even at close range).
(Jitter=your lasers miss very often when using gimball or turret mouints)

Aside from aiming manually is there a way to reduce jitter ? Or is this mod as useless as i think it is ?
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Wolf 30 JUL 2016 a las 11:11 
Publicado originalmente por meier47:
of course that is desriable however i fly vulture which is not that maneuverable (even when using up and down thrusters) So especially the mor nimble ships Viper and lower will mostly face me head on. .... Maybe i have to drop the vulture since they beefed up the enemy ships it became much weaker...
my vulture was my most manuverable small combat tank. flew circles around all the lager ships and kept up with the fdl except for the speed
Ember 30 JUL 2016 a las 11:51 
Very good for small fast ships that you can get in very close to other ships due to the jitter.

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.
MDManiac 11 OCT 2020 a las 12:27 
the 3° jitter from Inertial Impact makes the Burst Laser completely useless, particularly on a large ship like the Corvette. I tried it and even at extreme close range couldn't hit a medium class ship. I just want an all-energy CZ build! Back to the drawing board.
meier47 11 OCT 2020 a las 12:33 
some of the other energy weapons can be with engineer special effects to kinetic, however they are all not as good as lasers.
raymazoida 11 OCT 2020 a las 12:50 
4 year necro

Well done
Vampaca 11 OCT 2020 a las 13:10 
Heh, sure. But some people just need that long for their beauty sleep. :)

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.
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Publicado el: 30 JUL 2016 a las 1:45
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