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[FAQ
Forum Index » » English (General) » » Emp cannons and pulse lasers?
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 Author Emp cannons and pulse lasers?
JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2008-10-18 09:37   
Quote:

On 2008-10-18 04:49, Sixkiller *CL* wrote:
Looking at this, maybe the range of the pulse beam should increase a bit more for its level?



I would assume that on stations pulse beams are already level 10
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Fatal Rocko Willis
Fleet Admiral
Fatal Squadron


Joined: March 01, 2003
Posts: 1336
From: Kentucky
Posted: 2008-10-18 10:00   
I think range should be the same across the board... just for example .. a RIM-7A SAM missle on a US Oliver Hazard Perry class FFG has the same range as it does on a CVN...

Maybe just scale the damage acrous the ship hull classes yeah but range is same...

I agree it seems the PD range on PB is a tad to short... maybe another 50-100 gu?
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2008-10-18 11:11   
i just think that if the PD range is longer that the beams should be less rapid meaning chem beams have higher range/slower recharge and pulse beams have Fast recharge with low range
so if u add more range to them u need to add range to the chem beams aswell AND increase the recharge time on both
[ This Message was edited by: JBud on 2008-10-18 11:13 ]
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2008-10-18 11:12   
Looking at other people's reports, I suspect that one of the problems with pulse beams is that on bigger ships they are having trouble thanks to the huge hitboxes of their parent ships, which reduces their effective range quite drastically, particularly since it seems that the weapons measure range by looking at the centres of entities. It'd probably be more effective if the range of the pulse beam was adjusted for the size of the thing it's defending, so that all ships had the same PB range as measured from the edge of their hitbox.

Um, I think that makes sense. Blame the fact that I'm in at a laptop in a roomful of loud people right now.
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Russian Roulette with Muskets
Grand Admiral

Joined: September 04, 2002
Posts: 393
Posted: 2008-10-20 16:05   
pulse beams on anything bigger than cruisers do not work well.

UNLESS you replace every chem laser with pulse lasers, then it actualy turns out to be ok.

However: why trade some decent firepower against pew pew beams to shoot down things that:

A.) Won't kill you anytime soon
and
B.) Are dealth with by pulse waves and chem lasers just fine


unless the range is increased, and were talking drasticly, theres no point to having them.
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-10-20 16:36   
Simple answer. Power management. Its a personal choice. Is it worth it to you to have some more firepower to bring to bare by taking a few extra hits from missiles? Every now & then I'll flip all beams over to PD & start losing bucketloads of power for it. Its not fun.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-10-20 17:42   
Don't you dare shy off Pulse Beams like that.

There are two full slots on the EAD. I used to LOVE putting Pulse Beams on them so they could shoot down a few missiles/fighters for me. They were completely and utterly invaluable. I have lost this, for obvious reasons, and it's deffinately noticable.

It's gotten to the point where if I even touch ctrl+b, my energy starts dipping rapidly.
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2008-10-20 22:16   
Just my own experience, I tend to only put one or possibly two pulse lasers on my ICC vessels. Ships that start with them (Stations), I generally leave as is since converting to CL's doesn't realy add that much firepower.

Think it's time to test this a bit.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2008-10-21 03:14   
Quote:

On 2008-10-20 16:36, Coeus wrote:
Simple answer. Power management. Its a personal choice. Is it worth it to you to have some more firepower to bring to bare by taking a few extra hits from missiles? Every now & then I'll flip all beams over to PD & start losing bucketloads of power for it. Its not fun.



yea its really bad as kluth when our A.Ruptors go off energy drops sooo fast i never ctrl+b anymore not worth it but i keep hitting the shift+spacebar guess thats what i get huh... i need to get used to numbering my weapons
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-21 13:17   
Quote:

On 2008-10-20 16:05, Russian Roulette with Muskets wrote:
However: why trade some decent firepower against pew pew beams to shoot down things that:

A.) Won't kill you anytime soon
and
B.) Are dealth with by pulse waves and chem lasers just fine




The point of pulse beams are to be ICC's main point defense as you may think as a UGTO the fighters and missiles don't hurt that much, for shields that are almost depleted and forwarded to the enemy ship they do alot of damage. Again ICC is defensive and the beams range outline say they go the same range of the CL. (Red outline when right clicked) But they do NOT fire until they are on the shield rings. (where fighters do not go, they break off there)


Quote:

unless the range is increased, and were talking drasticly, theres no point to having them.




Please do increas the range of the PB's

Quote:

On 2008-10-20 17:42, BackSlash *Jack* wrote:
Don't you dare shy off Pulse Beams like that.

There are two full slots on the EAD. I used to LOVE putting Pulse Beams on them so they could shoot down a few missiles/fighters for me. They were completely and utterly invaluable. I have lost this, for obvious reasons, and it's deffinately noticable.

It's gotten to the point where if I even touch ctrl+b, my energy starts dipping rapidly.




Cant say it better my self
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2008-10-21 22:33   
See, that's not true exactly. Last night I loaded 3 pulse lasers onto a Dreadnought (two adjacent front arcs and a 360). While "charging" incoming fighters, I had no problems picking them off - they did it themselves. Sure seemed like any concerns I might have had about rate of fire was moot.
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