![]() It also goes well shooting alongside the Multicannons to squeeze out a bit more DPS when it can while the distributor isn’t so busy. Alongside the Class 4 laser, this Beam Laser can vent heat and snipe opponents with impressive accuracy. ![]() 2D Gimballed Beam Laser with Long Range and Thermal Vent.This gun should be firing along with the Multicannons, and they don't need much help. A Seeker Missile Rack or Fragment Cannon would both do well here too, but it doesn't matter all that much. It isn’t easy to hit with, but it can end a battle outright. Commanders looking to experiment with a new weapon can slot it in here to give it a spin. Wildcard: (Recommendation: 3B Plasma Accelerator with Overcharged and Oversized.) This weapon slot can be filled with anything.Autoloader keeps this Multicannon constantly reloaded, so it can have maximum up-time. 4A Gimballed Multicannon with Overcharged and Autoloader.Thermal Vent also enables these lasers to function as heatsinks that’ll keep the ship cool while spinning up Shield Cell Banks. For example: at 2km, a Long Range Beam Laser outperforms an Overcharged one by 7 DPS (26 vs 19), and it can do that all the way up to 6km. 4km would be better because of the Jitter, but anything over 1km is a stellar improvement over the debilitating Damage Falloff of an otherwise engineered Beam Laser. This laser, with the help of its Class 2 counterpart, can tear apart a shield from up to 6km away. 4A Gimballed Beam Laser with Long Range and Thermal Vent.The right hardpoints for this build are the following:
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