On my ASP, wondering if slotting the SCB and AFMU helps during battle? Most likely it will but is it tideous or should i master multitasking to use them?
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de Carabas wrote:The SCBs can be useful in longer battles but timing can be tricky. They take a long time to activate so if you fire one up when you need it the chances are pretty good that your shield is gone and it no longer works! This encourages over use by activating them early and then of course yoiu might not need one.
For the AFMU, if you have space in the hold then its a good backup in case a module goes wobbly but I can't see anyone trying to use it while in battle as you would be a sitting duck (module goes offline to repair if I remember correctly). As there is now the 'reboot' option for emergency fixes you would normally be OK with that to then get back to a station.
TorTorden wrote:I mostly use scb's either to keep my shields up during "ohshitohshitohshitGTFO" incidents or for use in between engagements if i have taken a bit of damage.
Manual power management is also needed with most my builds, before engaging something I might need scb's for I open systems modules and preselect the cell booster.
And I often set it up priority so powering an scb turns off my lasers.
When I then need it I just flick open the systems tab and can turn on the scb and be out of the systems menu in less than a second, I have tried to retract guns for a cell bank to power on. But the system tab switch is quicker and i have all of this bound to my stick so it is easily accessed.
alphaalif wrote:May i know how you place your module in order? Cause i cant make up what to prioritize. I mean weapon are obviously number 1 but the others?
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Xebeth wrote:[quote="alphaalif"]May i know how you place your module in order? Cause i cant make up what to prioritize. I mean weapon are obviously number 1 but the others?
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TorTorden wrote:Well, my python isn't nearly as power hungry as she was when I was running 3 large beams on her.
So I can actually have a cell bank powered at any time.
But no, guns are not priority one for me, they are priority 3.
Vulture is probably better, since it really has power issues.
http://coriolis.io/outfit/vulture/04A5A ... bn=Thumper
I start with the lowest possible priority of 5 for anything used during cruise and cargo hatch (since no racks, you could just turn that off)
Shields, thrusters and power distrubitor is one.
The rest is pretty much goofing around and my weird brain at work (most would say it doesn't work and that's not entirely wrong)
In essence I ask myself what do I need when? and when can I sacrifice what ?
The way I play it's mostly pve, so unless I bite over more than I should have or can't be bothered to wait for shield regen is the only reason to pop cells.
In essence an abandon all plans and GTFO mode, or "I'l just pop a cell before engaing that python with 2 eagle wingmates" situations.
Neither of these are situations that I need guns for.
Even if I need to pop a cell during combat, you should probably not fire lasers anyways since cell banks generate a lot of heat, about an additional 20%-30% over what you are running regularly.
And the bottom line, if I had to go to keyboard everytime to change a setting in the modules tab, I would not be doing this but something else, I just happen to have the luxury of a HOTAS with a veritable plethora of 4 way hat switches
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