I love that a lot of the long-toothed veterans are crying doom and gloom about how Elite Dangerous is dying, playerbase evaporating, game stagnating, ideas going out of date, etc. and meanwhile there's abundant evidence of a huge resurgence of emergent gameplay and content with new player groups, expeditions, projects, RP ideas and cool new channels like this popping up. Really happy to see a second generation of ED players picking up where the jaded and burnt out ones can no longer be bothered. (Not saying I blame the veterans for getting bored and moving on. Just that they're wrong about the game bleeding out.)
You understand that this series good sir set back my sleep schedule ? That is a very impressive achievement. Straight to the point screenplay. I am extremely impressed
I didn't get this vibe when I watched the kinetic videos before this, but here you sound eerily like Duncan Fisher/ George Ledoux. It made me giddy making that connection. Anyways, really liking your vids, keep it up!
from the get-go I have used Long Range/Thermal Vent mods on my Beam lasers, with Multi-Cannons in the big slots. My FDL has taken down 100+ Corvettes and 'Condas (all PvE) by backing away firing at 3-4k distance, out of their range, and moving in for the kill when their shields are stripped.
Thanks for this, more useful than the video, was thinking long range for my FDL beams to go with multicannon, but wasnt sure whether to go efficient for the shorter range business, I have the multicannon for the short range though, so should work, thanks.
Thanks for making this video I've been away from the game for a while and just started playing with engineering weapons again. I needed the extra pen values of focused bursts and I liked the extra range but I completely forgot about sturdy mount also increasing penetration.
Thanks to this i could do my dream build a vulture with 2 efficient beams its absolutely amazing ehat it does on short range tho some get away from me because of the lower speed of the vulture but it can sure as hell punch way above its weight
Real nice video, but one question that I have is: how you're going to explain the experimental effects? As they're not here, do you plan on making a separate video for them?
G5 dirty drives with drag drives, but also not weighing the ship down with massive modules like Prismatics and B class shield cell banks, and practice. Ha! Thanks mate!
@@FlintlockEngineering actually, I use my heat. My two large beams are sturdy with thermal conduit and keep an amfs handy to rep all my modules when necessary
@@FlintlockEngineering Do module reinforcements actually protect against overheating your ship? I've been watching it closely and it doesn't seem to help at all.
@@TotalRad Great question! You are correct, they don't help with heat damage unfortunately. Apologies if I gave the wrong impression - merely meant to imply bringing MRP's to minimize the second source of damage to modules.
First, thank you for this! Great concise analysis on laser engineering :) Will you be touching on the experimental effects at all in the future, and possibly what weapons would compliment different modifications?
Excellent question, and yes I will! In fact, that's episode 2, which is currently on its second draft script! HOPEFULLY it'll be up within the next 1 to 2 weeks! (sooner is likely, but sometimes real life slows ya down, ya know?) thanks for the compliments!
Cool video.Some great info there man, especially about the long range benefits of beam lasers! Think I’ll be changing mine from efficient on my vette “Big Lad”. Cheers Cmdr o7
CMDR Buur sent me over, and I'm definitely glad he did. Outstanding video, looking forward to more episodes! If you don't mind me asking, where are you from CMDR Flint?
That's very kind! He's a fantastic "bloke" himself, I'm grateful for his praise! Appreciate you coming by to check me out! I'm from eastern US. How about yourself?
isn't there a mod that lowers thermal load when you hit but increase when you miss? what if you run a couple of those to lower temperature and add a few with overcharge? will that balance out the heat generation while increase some damage?
Very helpful, thank you, Cmdr, for this well made video! Be sure i'll watch all of your videos during the next few days.. Liked & subscribed! Greetings from Germany!
Going with all beam's, on my python, I utilize them as if I had pulse or burst. Because each shot that hit's does more damage that that of a same size pules or burst. I deliberately pull my trigger in a pulse one second to two second blast or in three to four second's blast such as in burst. Sure if one does nothing but pulse pulse pulse constantly, one does get integraty issue's. But the money one can make by using bounty scanner prior to attacking, and the additional money one make's, easily offset's the repair bill. I utilize all long range, overized beam's. But by my deliberately pulseing and or bursting, cause more damage, faster, than the same sized pulse or burst. Because it's the damage per shot that hit's that matter's. The same size beam, if and when deliberately pulsed or burst. Deliver's considerably more damage. Assuming of course one has the correct upgrades to their Distributer and Power Plant, not to meniton the thruster's and shield's. Which differ to the N-th degree, a ship utilize for anything else but pew pew. I have one python for long range bubble stuff, such as going mat hunting, with four scarb's I can still jump so 57ly's. My combat python using all beam's, get some 37ly, the main difference is in the choice's regarding the PD, PP, Thruster, and even the shield gen. Being done for basically nothing but pew pew vs a modified bubble only material hunter. Makeing the wrong choice in the size and engineering of those, make a considerably difference when it comes to staying power vs total range.
Would you recommend long range or focused lasers for general use bounty hunting (I’m usually in bigger less maneuverable ships, less often nimble fighters)? I do like the ability to have full damage capability so long as the target is in range, but that piercing and slight range increase seems like an interesting middle ground between long range mods and the damage buffing ones.
A very good question! As it's a very close comparison, the piercing will help more against medium/large targets, due to their higher hull hardness values. If you're in a ship with a fighter bay, that slf can help out with smaller, more nimble targets while you Focus (see what I did there?) on the bigger ones. If you don't have an slf, but have other hardpoints for kinetic damage, I would go with long range - ESPECIALLY if you have a hardpoint with the corrosive experimental effect, as that will temporarily modify piercing/hardness values in your favor, as well as add a damage boost to all damage dealt while the corrosive buff is applied. Hope that helps!!
Flintlock Engineering I do try to balance kinetic and thermal damage output as much as possible across my fleet, and pretty much all of my ships have a corrosive multi-cannon for that debuff (my cutter has it on turreted because of the lack of maneuverability). I do not trust myself with use of the Plasma Accelerators.
@@applechip4166 it's alright, and can be a good call skipping fixed on the Cutter. Even with the massively high damage per shot, your damage per second goes WAY down at some point in almost all engagements. Best of luck with it my friend! o7
On the one hand, I like the concept of modifying your ship and equipment. On the other hand, grinding the materials for it is some of THE MOST TEDIOUS ANNOYING HARVESTING I'VE EVER DONE IN MY ENTIRE HISTORY OF GAMING. Without outside sources on the internet, good luck finding that last scrap of material you need. And even if you do, guess what, the roulette wheel of engineering chance might suddenly decide, screw you buddy, that's not enough.
Finally a no nonsense video.Concise and to the point. Looking forward to your next one.
Greatly appreciated!! Just what I was aiming for. Thanks for taking the time to say so! 🍻
Thank you for producing this! I'll be staying tuned for future episodes!
Your support truly means everything to me, , thank you my friend!
Fantastic explanation! Subbed 😊
Your voice sounds exactly like someone that narrates safety videos in a workplace.
This series is a godsend
One heck of a first video CMDR! o7
I love that a lot of the long-toothed veterans are crying doom and gloom about how Elite Dangerous is dying, playerbase evaporating, game stagnating, ideas going out of date, etc. and meanwhile there's abundant evidence of a huge resurgence of emergent gameplay and content with new player groups, expeditions, projects, RP ideas and cool new channels like this popping up. Really happy to see a second generation of ED players picking up where the jaded and burnt out ones can no longer be bothered. (Not saying I blame the veterans for getting bored and moving on. Just that they're wrong about the game bleeding out.)
You're quite right! Just recently Elite hit the highest concurrent player count in its career on Steam, so it's better than it's ever been!
Hell, im pretty new playing for a year now and the game is as fun as ever.
I love long range, the lack of damage falloff really strips shields. It's incredibly efficient.
You understand that this series good sir set back my sleep schedule ?
That is a very impressive achievement.
Straight to the point screenplay. I am extremely impressed
Absolutely the best explanation I have ever heard.
I didn't get this vibe when I watched the kinetic videos before this, but here you sound eerily like Duncan Fisher/ George Ledoux. It made me giddy making that connection. Anyways, really liking your vids, keep it up!
I keep coming back to your videos,outstanding job, this series should be included in the codex
Thanks, CMDR! Looking forward to the rest of your videos as well!
Very much appreciated!! Soo happy to hear, my friend!
from the get-go I have used Long Range/Thermal Vent mods on my Beam lasers, with Multi-Cannons in the big slots. My FDL has taken down 100+ Corvettes and 'Condas (all PvE) by backing away firing at 3-4k distance, out of their range, and moving in for the kill when their shields are stripped.
Thanks for this, more useful than the video, was thinking long range for my FDL beams to go with multicannon, but wasnt sure whether to go efficient for the shorter range business, I have the multicannon for the short range though, so should work, thanks.
Long-range beam (5km) + regen to help my newbie friend surviving haz res! Feels amazing!
Pleasant voice, clear explanation, to the point and not too long. >subbed
Thanks very much for the kind words, and the sub! 🍻
@@FlintlockEngineering My pleasure, Cmdr!
Perfect no-fluff video about lasers. Thanks it really helps! Please make more
Thanks for making this video I've been away from the game for a while and just started playing with engineering weapons again. I needed the extra pen values of focused bursts and I liked the extra range but I completely forgot about sturdy mount also increasing penetration.
You're quite welcome - I'm glad you got something out of it!
Thanks to this i could do my dream build a vulture with 2 efficient beams its absolutely amazing ehat it does on short range tho some get away from me because of the lower speed of the vulture but it can sure as hell punch way above its weight
Real nice video, but one question that I have is: how you're going to explain the experimental effects? As they're not here, do you plan on making a separate video for them?
Indeed! That's episode 2, script is currently nearly finished, so will hopefully be here in a week or two! o7
Great work! Short and to the point with suggestions for which is best for whom. Just perfect!
Thanks very much! You specifically will appreciate that two spreadsheets were used in the making of this film. ;)
Thanks for the explanation...look forward to your next lesson 👍
It's my pleasure, truly. Thank you kindly for watching!
I remember watching that landing right after you made it. Still bloody impressive. I have no idea how you stop that fast.
G5 dirty drives with drag drives, but also not weighing the ship down with massive modules like Prismatics and B class shield cell banks, and practice. Ha! Thanks mate!
Greetings CMDR. I'm known as CMDR SniperCR and I enjoyed your video and look forward to many more!
Glad you enjoyed it! Thanks for the introduction - perhaps we'll see each other out there one day
Damn, you vids are awesome. I had a lot of questions about mods and you just helped me a lot. Thank you
What a great first video
Great work Commander 👍
Thanks very much! Greatly appreciated my friend
Very helpful. Thanks Cmdr.
Great video - thank you!
Awesomely helpful video, looking forward to watching more!
Superb 1st video. Subscribed!
Looking forward for more !
Btw., CMDR Buur send me here. ;)
Fantastic video, concise and very well presented. I feel these will be my go-to for engineering advice now!
Thanks for the high praise! Greatly appreciated 🍻
Lovely series start! Looking forward to watching it develop! ❤️❤️
Much love my dear friend - thank you kindly for your support everywhere! ❤️
Flintlock Engineering totally my pleasure! 💐
Amazing video! Thank you
Solid info. You're off to a fantastic start. Subscribed!
Much appreciated!!
Clear, concise and brilliant, bring the rest of your vids, can’t wait! O7
Very kind of you, thanks so much!
Great video and am looking forward to future episodes. This really helps me with choosing an engineering trait.
That's soo excellent to hear! Thanks for taking the time to let me know. Comments like that make it all worth it!
Thanks CMDR. Very informative, and well done. Subscribed, before the end of the video. Great information. I'm going to change some engineering.
Really appreciate the kind sentiment!! If you've got any questions on your rework, feel free to reach out! o7
Excellent stuff. Can't wait for episode two as I run a full laser build on my Krait Mk ll.
Haha very nice! Watch your heat, but enjoy!
@@FlintlockEngineering actually, I use my heat. My two large beams are sturdy with thermal conduit and keep an amfs handy to rep all my modules when necessary
@@TotalRad very cool! Lots of module reinforcements, no doubt. I like it!
@@FlintlockEngineering Do module reinforcements actually protect against overheating your ship? I've been watching it closely and it doesn't seem to help at all.
@@TotalRad Great question! You are correct, they don't help with heat damage unfortunately. Apologies if I gave the wrong impression - merely meant to imply bringing MRP's to minimize the second source of damage to modules.
First, thank you for this! Great concise analysis on laser engineering :)
Will you be touching on the experimental effects at all in the future, and possibly what weapons would compliment different modifications?
Excellent question, and yes I will! In fact, that's episode 2, which is currently on its second draft script! HOPEFULLY it'll be up within the next 1 to 2 weeks! (sooner is likely, but sometimes real life slows ya down, ya know?) thanks for the compliments!
Cool video.Some great info there man, especially about the long range benefits of beam lasers! Think I’ll be changing mine from efficient on my vette “Big Lad”. Cheers Cmdr o7
Thanks very much for the kind words!
Learned about you from Burr pitt news. great stuff, subscribed! keep em coming. o7
Much appreciated - thanks for the love!
CMDR Buur sent me over, and I'm definitely glad he did. Outstanding video, looking forward to more episodes! If you don't mind me asking, where are you from CMDR Flint?
That's very kind! He's a fantastic "bloke" himself, I'm grateful for his praise! Appreciate you coming by to check me out! I'm from eastern US. How about yourself?
@@FlintlockEngineering Originally eastern US as well, but now holding it down out west.
@@XwarpfactorX very nice. They need all the help they can get over there, right? 😉
Just now discovering this in 2021. Just have to say at the opening, you remind me of Casey Kasem. Has anyone said this before?
Great video!
Thank you kindly my friend!
Nice vid, keep 'em comin'
Much appreciated! More on the way, very soon!
Thank you my brother for this video. I know I wanted to run 2 class 3 gimbled beams on my first Anaconda but I wasnt sure all of the facts
Very well done, keep up the good work.
Thank you kindly! I'll do my best!
I wish I could thumbs up again!! So useful!
Much appreciated! Share it with a friend - maybe that'll get a second thumbs up. ;) glad you found it useful!
isn't there a mod that lowers thermal load when you hit but increase when you miss?
what if you run a couple of those to lower temperature and add a few with overcharge? will that balance out the heat generation while increase some damage?
Very helpful, thank you, Cmdr, for this well made video! Be sure i'll watch all of your videos during the next few days.. Liked & subscribed! Greetings from Germany!
Thanks for the kind words, and the greetings from so far away! My pleasure, my friend 🍻
Looking forward for ur videos o7
Going with all beam's, on my python, I utilize them as if I had pulse or burst. Because each shot that hit's does more damage that that of a same size pules or burst. I deliberately pull my trigger in a pulse one second to two second blast or in three to four second's blast such as in burst. Sure if one does nothing but pulse pulse pulse constantly, one does get integraty issue's. But the money one can make by using bounty scanner prior to attacking, and the additional money one make's, easily offset's the repair bill. I utilize all long range, overized beam's. But by my deliberately pulseing and or bursting, cause more damage, faster, than the same sized pulse or burst. Because it's the damage per shot that hit's that matter's. The same size beam, if and when deliberately pulsed or burst. Deliver's considerably more damage. Assuming of course one has the correct upgrades to their Distributer and Power Plant, not to meniton the thruster's and shield's. Which differ to the N-th degree, a ship utilize for anything else but pew pew. I have one python for long range bubble stuff, such as going mat hunting, with four scarb's I can still jump so 57ly's. My combat python using all beam's, get some 37ly, the main difference is in the choice's regarding the PD, PP, Thruster, and even the shield gen. Being done for basically nothing but pew pew vs a modified bubble only material hunter.
Makeing the wrong choice in the size and engineering of those, make a considerably difference when it comes to staying power vs total range.
Engineering made easy Thank you so much o7
Nice job sir
Much obliged!
Instantly subbed.
Would you recommend long range or focused lasers for general use bounty hunting (I’m usually in bigger less maneuverable ships, less often nimble fighters)? I do like the ability to have full damage capability so long as the target is in range, but that piercing and slight range increase seems like an interesting middle ground between long range mods and the damage buffing ones.
A very good question! As it's a very close comparison, the piercing will help more against medium/large targets, due to their higher hull hardness values. If you're in a ship with a fighter bay, that slf can help out with smaller, more nimble targets while you Focus (see what I did there?) on the bigger ones. If you don't have an slf, but have other hardpoints for kinetic damage, I would go with long range - ESPECIALLY if you have a hardpoint with the corrosive experimental effect, as that will temporarily modify piercing/hardness values in your favor, as well as add a damage boost to all damage dealt while the corrosive buff is applied. Hope that helps!!
Flintlock Engineering I do try to balance kinetic and thermal damage output as much as possible across my fleet, and pretty much all of my ships have a corrosive multi-cannon for that debuff (my cutter has it on turreted because of the lack of maneuverability). I do not trust myself with use of the Plasma Accelerators.
@@applechip4166 it's alright, and can be a good call skipping fixed on the Cutter. Even with the massively high damage per shot, your damage per second goes WAY down at some point in almost all engagements. Best of luck with it my friend! o7
On the one hand, I like the concept of modifying your ship and equipment.
On the other hand, grinding the materials for it is some of THE MOST TEDIOUS ANNOYING HARVESTING I'VE EVER DONE IN MY ENTIRE HISTORY OF GAMING.
Without outside sources on the internet, good luck finding that last scrap of material you need. And even if you do, guess what, the roulette wheel of engineering chance might suddenly decide, screw you buddy, that's not enough.
Iirc pulse has the highest dmg but lowest dps overall and the exact opposite for beam
Love the video, looking forward to more. Keep up the good work. o7
Cmdr Mo Mo
Heyyyy, thanks Mo Mo! Means a lot coming from you, brother! o7
What is the engineers name?
His voice is commanding
Pew Peww
Ok, but who can give me Beam Laser engineer modules?