WEAPONS: Engineering - Burst Laser And Pulse Laser - #00040
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Lessen the impact of a weapon's presence on a ship:
+ Less weight
+ Less power draw
+ Less mass
- Weakens integrity
This modification is great for explorers, racers or for people flying ships that depend on speed for survival.
It decreased the weapons' mass by up to 90% (not a typo! 90%!), its power demand by up to 40% and its distributor draw by up to 35%.
Unfortunately, it decreases integrity by up to 60%, which makes this modification prohibitive on ships without shields. Especially so when no module protection is added to the ship.
Use on exploration vessels or traders that depend on jump range.
Do not use on shieldless ships, silent runners or similar.
- Long Range
Increase total range and piercing factor:
+ Increased total range
+ Increased armor piercing
o No increase in falloff range
- Minimally increased thermal load
This modification is great for optimizing damage when fighting a larger ship using a smaller weapon. Its increase in armor piercing of up to 120% helps a lot in inflicting damage on a bigger ship's hull, especially when applied to small lasers.
Its range increase of up to 120% comes handy, unfortunately the falloff start value does not increase. Its 'keep the damage up' function is way less than that of a long range modification.
Use on smaller weapons, especially when a slight increase in efficient range is on your wish list.
Do not apply to large weapons or if you plan to do a lot of combat beyond 1500m of range.
Optimize maximum range and falloff start:
+ Longer total range
+ Longer range to falloff start
- Higher mass
- Higher power draw
This modification is a must for slower and less agile ships. It extends total range and falloff start by up to 100%.
Unfortunately it increases mass by up to 30% and power draw from the power plant by up to 15%.
Use on slower vessels and ships that demand on long range fighting capabilities.
Do not use on ships that demand to be light in weight or ships that are built for close range combat.
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