Feldspar wrote:My advise is not to set yourself a strict path
Yeah, don't intend it as a strict path, just a general guide. I'm sure I'll switch it up a bit as I go through and get used to handling and such, especially as I build towards my "ideal" build in each class. This is mostly to get a general idea of where I'm headed so I can plan for when I have sufficient resources to jump from one ship to the next and to see if I'm missing anything conceptually that might be of benefit to me. Easier to build something to my understanding and ask for feedback than try to ask the questions I don't even know to ask.
JohnLuke wrote:Personally (and this is just my opinion) I am not a fan of burst lasers. I recommend running pulse lasers. They consume less energy, create less heat, and cause nearly as much damage. You'll have more fire time since the capacitor won't drain as fast as burst, so true 'damage over time' is longer with pulse.... assuming that you can keep your target in your sites. If you want short burst thermal attacks, go with beams when the price is in your budget. But.... several beams (like on your Conda build) will drain your capacitor very fast.
Yeah, at least early on I've found that I end up tending to do a lot of fire and evade, fire and evade circling matches, so I was prioritizing burst a little over sustained. I then was figuring plasma accelerator for when I can anticipate getting a shot lined up. One of the advantages of VR is it seems to make leading a lot easier as I have much better visibility of the direction of travel of my target making it so I can power up while getting on target and time it out right in theory. That's still very theoretical as I've not even fired a rail gun yet, let alone a PA. I kind of see it as an extension of the hit and evade approach though as long as I can anticipate the hit timing. That is all, of course, quite subject to change as I get in to seeing how the larger ships actually handle.
JohnLuke wrote:I'd stay away from the "B" rated modules whenever possible. They are considerably heavier than a C module and typically don't gain you much in efficiency. Also, D modules are lighter and more efficient than E modules and are quite cost effective.
That's super helpful info. I'd noticed that D was lighter and more efficient than E (hence why I throw a D in life support) but it generally seemed like D class stuff in next level typically came up lower than A class stuff in the previous and until I had mostly A class, I didn't have enough to be able to trade out for Cs or even Ds. I also tried to avoid Bs. I hadn't directly noticed the cost relative to performance gain yet, but I did notice Cs seemed like a pretty sweet spot. I mostly go in to Bs only when I run in to either falling short on my jump distance requirements or get issues with insufficient power. I also went with Bs for shields in one build I think because I wanted to preserve at least the same level of durability as top of the previous class of ship. I think with the anaconda I ended up doing a couple of additional Bs simply because they fit in to the upgrade budget as I was having trouble getting the Anaconda to use all the resources invested in to a fully souped up Python. I suppose that means I could just jump from the Python early, but I kind of like the idea of seeing what each ship can do when maxed out along the way.