04.02.2020

Best Pulse Laser Mod Elite Dangerous

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I was just about to put overcharged weapon on my pulse lasers when I realized that the penalty to DPE was so high in order to get a benefit to DPS that it's a completely pointless upgrade. I may as well simply buy a beam laser instead to get a similar effect.

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So what is a good upgrade? I'm tempted just to do a massive number of sturdy mount level 1 upgrades and go for the special effect instead because none of the real upgrades look that tempting.

Elite dangerous pulse vs burst

The only one that looks any good is long range weapon. I was just about to put overcharged weapon on my pulse lasers when I realized that the penalty to DPE was so high in order to get a benefit to DPS that it's a completely pointless upgrade. I may as well simply buy a beam laser instead to get a similar effect. So what is a good upgrade? I'm tempted just to do a massive number of sturdy mount level 1 upgrades and go for the special effect instead because none of the real upgrades look that tempting. The only one that looks any good is long range weapon. That would be particularly good if it not only pushes out the maximum range but also pushes out the high damage range a bit.

Elite Dangerous Best Engineer Mods

Best Pulse Laser Mod Elite Dangerous

Elite Dangerous Laser Types

Long range weapon may be worth it if you regularly find yourself shooting enemies 1 km away or more.I think you are wrong about overcharged weapon for pulse lasers. Grade 3 will give you 15-38% more damage at the cost of 35-70% more distributor draw.

It seems like a lot, but going to beams from pulses will give you 30% more damage at the cost of something like 500% more distributor draw. Overcharged basically turns your pulses into beams without the crazy distributor draw (though it is still increased). I think it may be worth it. IIRC overcharged also adds jitter even for grade 5 upgrade, which makes it hard to hit small targets or subsystems, not worth it IMO.Also values shown in outfitting for beams seem very, very wrong. IIRC C3F beam has +100% distributor draw and 50% more DPS compared to C3F pulse, at least it was this way some time ago when it was tested and i do not remember beams being changed that much.From what i've seen in beta for pulses it is either range if you need it (and it also scales max damage range, there were dev comments in beta forum about it) or heavy duty/lightweight mount just to get specials.Bursts on the other hand.

Pulse Laser Elite Dangerous

Overcharged increases their DPE, DPS and does not have jitter for grade 5 upgrade. I went with 2 large overcharged pulse lasers, and 2 medium efficient pulse lasers on my upper hardpoints of my python. I find it's a nice balance. I use a charge enhanced power distributor, so my eng/sys/wep all recharge at +22.4% rate, plus I got a good roll on my weapons capacity, it only has a -3% capacity.

My distributor keeps up just fine, and recharges so fast I never even worry about most ships. If it's a big ship that doesn't leave my crosshairs, when my pulse lasers draw my distributor down, I switch to my large efficient MC, I can fire that non stop and my weapons still refill at a great rate. Oh definitely, those CZ ships are pretty stacked.(btw candecama is a great place to get combat ship drops, I found its almost all asp explorers, which can be tough, but there's not a lot of anacondas/pythons/corvettes running around that can mess you up quick if you get ganged up on).I guess what I meant was, the jitter is less of an issue on large ships with a lot of firepower, than on something smaller that relies on targeting modules for taking down bigger ships. With these shield booster and HRP/armor mods now, it's almost hard to get destroyed by anything, unless your really being careless, my shields hardly ever drop anymore, and when they do the modded hrps/armor stand up tall. Oh definitely, those CZ ships are pretty stacked.(btw candecama is a great place to get combat ship drops, I found its almost all asp explorers, which can be tough, but there's not a lot of anacondas/pythons/corvettes running around that can mess you up quick if you get ganged up on).I guess what I meant was, the jitter is less of an issue on large ships with a lot of firepower, than on something smaller that relies on targeting modules for taking down bigger ships. With these shield booster and HRP/armor mods now, it's almost hard to get destroyed by anything, unless your really being careless, my shields hardly ever drop anymore, and when they do the modded hrps/armor stand up tall. Im never going to use my cutter as a combat ship, but I have 1650 shields now, and that's just with a 6A shield generator thats unmodded for trading.

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I don't even have any level 5 shield boosters on that yet, three 4's and a few 3's and a 2 I think. I'm in the process of modding my PowerPlant on it now, so I can mod all shield boosters to 5 and still run any setup. It keeps me from having to buy the 8a shield generator, and I can easily set it up to carry 720T without selling the 8a etc.Yes the shield boosters and HRP mods are definitely worth it.

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