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There might be cases made for other weapon types if you think in specific use cases but that's the point of pulse you don't have to think in specific use cases they are always a valid option.
The primary drawback of beams is twofold first is the short range compared to pulse for example and the other is that the advertised damage output is not burst but a dot so you won't get the full damage per minute if you can't stay on target.
And for anti-fighter purpose, it doesn't take much to kill a fighter. I just drop one bolt primary to take a beam primary. It only take a few passes with that one beam even if I couldn't land a single bolt on the enemy. (much shorter if some bolts hit of course.) I can take the drop in DPS compare to pure bolt build if that would limit the time my Nemesis wingmen has to chase those pesky N and M.
Take your time and test beams vs. pulse or bolt on NPC controlled ships and you should see rather fast that the Ai is at it's limits if you force beams on it other then maybe L beams on a destroyer but even then the 1km range penalty a L Beam has can be the difference between a kill and a fighter get out of range.
If it is a player operated weapon bolt is better in almost all situations then beam and pulse if it is Ai operated pulse will be a more reliable weapon then bolt or beam.
My statement is a blanket assumption fighting against a all different kind of targets not just fighters not just capitals but the whole range i would love it to be different but hey that is what it is now as of today.
As soon as you start to limit the use case then it can shift yes beams are great vs Argon ships they are relative easy to hit and as soon as the shields are gone they blow up because of the thin hull something that is not the case with for example Teladi or Paranid the first might be easy to hit but has good armor and strong shields the second is faster and still has good armor but rather poor shields so a burst weapon is better fighting those.
I'd assumed AI has even worse aim than the unfocused me. So I strapped 1 beam, 2 pulses, 2 bolts, 2 pulses turrents on them. A beam for drones an fighters. Pulses as generalist. And bolts for bigger targets.
The idea was that anything that pulses cannot hit reliably can be kill quickly by a single beam, and anything that 2 pulses, 2 pulse turrets, and a beam cannot kill quickly should be large enough for bolts to hit.
As for missile defense beam, I had thought of that but there aren't that many missiles so I don't really use them.
The center beam is also very useful for nailing fast fighters and precisely shooting locks off of lock boxes. I use pulse turrets on the Nemesis as it only has two turret slots, but I do add rear beam turrets to frigates and destroyers.
Mixing front mounted weapons on a always under player control ship is a great option.
As soon as it is Ai controlled Ships not so much it is preferable to have several ships instead with a specific loadout each instead.
A rather simple still effective strategy would be to have a wing of Pegasus with ion blaster send those in first to strip shields and be a distraction and then follow up with a kill squad that uses bolt or pulse for example to do hull damage at a target that is incapable to boost away.
In my experience it is more of a benefit to go the combined arms route then the one man swiss army knife route.