hello it's ricardo and welcome back to elite dangerous
today in this power play video we're going to talk about felicia winters
and more importantly how do you unlock felicia winter's pulse disrupter
now the pulse disruptor is achieved by pledging allegiance to felicia winters for four weeks
or more and then delivering all the stuff around there the pulse disruptor is a pulse laser that's
a chance of causing module malfunction in addition to dealing damage well as much damage as a class
2 pulse laser can do module malfunction does not destroy the modules it just simply disables
them temporarily the weapon is a power specific loyalty reward like i say for felicia winters
it's a pulse laser tuned to affect the electronics of the target ship and cause malfunctions
along with reduced damage and you've got a question how good is this weapon going to be
and what's its role in the whole power play in elite dangerous dynamic well we're gonna find
out we're gonna deal with a bit of history and law with felicia winters and also how to unlock
this power play well we're gonna call it a weapon but it might just be a hindrance to your enemy
so this is the rear system the felicia winter's seat of power
here i tend to go to their seat of power pick up any items and then deliver it
to a needy system whether that's to fortify uh pledge or to advance any sort of like
accessing the power play from the right hand panel has always been there and in
regards to felicia winters you can see by selecting her and pledging your power
that at rating three or after four weeks you can unlock the pulse disruptor which it states there
is a medium weapon that causes module malfunction so okay then no problem so we've got time pledged
so four weeks four days i've been a bit lacks on this we've identified that
nishi is a fortifying system no problem and what i have to do is deliver liberal federal
packages from ria to this system to maintain the network of community and common ideals in shadow
president felicia winter systems no problem i'll pick up all this stuff i'll get a nice big ship
i'll fly it over there it's not too far away it's under 20 light years
and away we go right brilliant no problems that's all i've got to do so i'm going to need 750
of these particular items and fly them over to nichi no problem that's what we're going to do
so for this i'll be using my good old trusty type 9 heavy that i've got no shields on and filled it
to the roof racks with cargo racks this allows me to haul the best part of 780 tons worth of
cargo which is great i only need 750 tons of particular power play items here to allow me to
transfer that in one go and then all i have to do is typically wait then for the tick over what i'm
going to do is transfer that over from my fleet carrier and then once it arrives i'll transfer
out of this lovely badger poacher and then into the type 9 and get on with all the transferring
of the materials so here we are this is the power contact um i need to fortify for felicia winter
so i need to collect liberal federal packages which is the second item now at the moment i've
got limited cargo space i can only pick up four out of a maximum of ten i just wait for the ship
to turn up which won't take long and then i'll start filling the type nines hold full of that
so here is the type nine in all its big fat glory it's a huge old ship once aboard that i can go
back into the power contact and start in earnest transferring all those materials for felicia
winter into the cargo hold so there we are collect liberal federal packages be careful not to go for
one that you don't need just because excitement or something every 10 units that you transfer
into your cargo hold you either gotta wait 30 minutes or you pay a hundred thousand credits
100 000 credits allows you to expedite the collection of these liberal federal packages
so think about it you need 750 you can do 10 every 30 minutes or you pay a hundred thousand credits
there's a bit of mathematics there no doubt to get on with it so while i'm
doing that we're gonna go and talk a little bit about felicia winters
politics has always been a breeding ground for lies but one lie outshines all the others and
today we heard it once again it is the insinuation that to seek a diplomatic solution is weak
that a preference for discussion over conflict means we're afraid to fight we are accustomed
to this of course we've heard the president's supporters pervert our words again and again when
we face up to the federation's previous wrongs they mock us for our so-called liberal guilt
when we celebrate a dayton between the superpowers that will help us suppose that
they're joined menace they imply we are traitors but it is they who are afraid and with good reason
because the people of the federation have had enough they will no longer be manipulated into
reckless conflicts that serve only to fatten the wallets of arms dealers in the privileged
they will no longer pretend that hudson's tub thumping and saber
rattling is anything more than vacuous propaganda
from start to star colony to complex satellite to station we hear the same heartfelt cry like the
mistakes of the past remain in the past and let the federation embrace only the best of itself
let us return to the core values of hard work honest trade support for the vulnerable and
mutual respect the people are ready for us let us be ready for them so after that little bit
of lore about felicia wonders and we've got a full hold of all the items we need in regards
to power play it's time to go and find out where we've got to take it so we look at
control preparation or expansion we're going for control nishi is the fortifying system it's 11
uh 19.11 light years away we're going to view this on the map only a short jump might be one or two
jumps away given the type nine i've got yeah it's gonna be two jumps away um and it's not too far
away nice high tech in boom it's a refinery so if we had any additional cargo space we could
use that so time to warm up the old type 9 and get on with it so here we are leaving ria and arriving
at the nishi system which is a high-tech system and a world apart from where we originated from on
this quest once we get in there and we land it's gonna be a case of dumping all this power play
rubbish on the power contact and it's a bit easier when you dump it off let's face it um
no longer do you have to keep going in blocks of 10 you can just keep your finger on the old button
and after a little bit of time that's it that's all you have to do and you'll eventually get to
770 job done and we've done our delivery now i always take a little bit extra in these cases
simply because you never know you might get attacked and someone might have a go at your
cargo hold so for completeness i always take about 780 all depending on what's happening
now we have to wait for the thursday reset now the the reset happens every thursday and has done
in game once it does it'll refresh your rating and you're standing with your power play contact
in this case felicia winters going down into felicia winters in power play on the right
hand side of the panel we'll see that we are now at rating three which was unlocked at 750 merits
and four weeks aligned with the power no problem but that means we've also now got the medium pulse
weapon the pulse disruptor finally it's a bit of an ache it's a bit of a grind and i hope they do
um a little bit of work on power play and how you unlock these weapons and make the weapons
worthwhile because to be fair and this is not just about the power disrupter these weapons are weak
they're weak even if you engineer them up they can be weak as well so in particular we're looking at
pulse lasers there you are there's the normal pulse laser and you can see the pulse disrupter
right there 25 740 credits will get you one of those it's got a mass of four turns
integrity of 51 but here's the real thing here damage fall-off starts at 500 meters
ammo piercing 35 damage 2.8 this is a weak weapon a really weak weapon of what was originally a weak
weapon okay you know i mean i've really struggled with these power play modules as i've gone through
them there are some people who are gonna do them i'm just going through it as a sort of a right of
passage for the game but what are my thoughts on these power play modules well anyway i put these
pulse disruptors on a little cheeky viper as opposed to an anaconda a bit more maneuverable
to see what it was all about now as you mentioned at the beginning of this video the pulse disruptor
is a pulse laser that's tuned to affect the electronics of a target ship and cause male
functions with very much reduced damage and that's exactly what it is now it's very similar
to the scramble spectrum experimental effect that you can put in engineering the pulse disrupter
subsystem malfunction effect does not trigger with every hit however the module malfunction
capability is useful but you know i think it's more of a hindrance and if i wasn't going through
the power play modules like what i've been doing in this series of videos i wouldn't
bother to be fair the ones you want to bother with prismatic shields and you may want to go
for that nice swanky advanced multi camera that's knocking around possibly backhands
because they look impressive and if you're a miner you know the the mining lasers of um
zaval i think her name is anyway either way the pulse disruptor is also subject to pulse
laser hull penetration percentages penetrating to thrusters on a medium combat or multi-role ship
as a python from the front is highly unlikely although shots of the thrusters from the rear
once the shields are down can be very effective also both effects do not stack with each other
or with themselves no matter how many pulse disruptors or weapons with scrambled spectrum
a ship has they will only affect one module at a time in the target and will not cumulatively
increase the malfunction time so really i've put two on this viper really only should have
had one and what's the point of that and in terms of combat damage the pulse disruptor
is best compared against a standard class 2 fixed pulse laser which you know has 39 percent of the
damage per second and 180 of the distributed draw in short right this is a waste of time module and
i think frontier really need to look at power play and what the rewards are in regards to it this is
atrocious i don't really know where you would use this in a small ship like this i mean it's
not gimballed it's fixed it's a pulse laser for god's sake they're not the most powerful weapons
on the planet i suppose death by a thousand pricks and i use my words very carefully there
so you can't affect life support with it npcs when i've played this are not affected by it
disabling the power plant will briefly lower its output to 50 effectively disabling all modules
so that's perhaps what you really should be doing hitting the power plant with it
that's my my version in short should have gone through all the hassle of this i'm glad i did it
just for completeness and now i have the module fitted on a ship it might come in handy they
might boost them or augment them sometime in the future however to be fair this pulse disrupter
waste the time go and get yourself some prismatics anyway i've been ricardo thanks very much for
watching hope you've enjoyed this video it's been a bit wordy i know um but i'll check you
all later look back for more videos in the series and live streams on the weekends i'll see you soon
do
you