![]() This last bit about 1 corrosive and then having all hardpoints overcharged and with autoloader. ![]() When I got it done I knew it wasn't cumulative so only applied to 1 hardpoint but didn't realise about class. Yeah I think mine is on a medium hardpoint. It's very confusing understanding it, it doesnt actually matter what size it's mounted on the effect is always the same and applies from the first hit? And having more than 1 corrosive weapon is redundant? Yes.the effect is the same from all size of hardpoints(and it is not cumulative-only one hard point needed with corrosive).but since it goes with 25% low ammo you should consider using it on lowwest possible hardpoint on top of increased ammo modification.įor fastest kills in pve nothing beats.all multicannon build.one hardpoint corrosive(increased ammo mod).all others overcharged - autoloader. Yeah for me the shields always seem to be the easy bit it's the killing stuff when it's shields go down that seems to take the time because most ships seem to run away at that point. It's very confusing understanding it, it doesnt actually matter what size it's mounted on the effect is always the same and applies from the first hit? And having more than 1 corrosive weapon is redundant? Yes.the effect is the same from all size of hardpoints(and it is not cumulative-only one hard point needed with corrosive).but since it goes with 25% low ammo you should consider using it on a lowwest possible hardpoint on top of increased ammo modification.įor fastest kills(ultimate dps) in pve nothing beats.all multicannon build.one hardpoint corrosive(increased ammo mod).all others overcharged - autoloader. I use engineered beam lasers and find i can take out shields faster, but I need other weapons to finish the ship off (so I added a small multicannon with corrosive shells.) Originally posted by Furry Eskimo:A shield of mine prefers engineered multicannons vs shields, since they can damage the hull too. I do really want to test more engineering stuff but the thing is some of the engineering can just get wasted because you have these "mixed ship" that may be guns and missiles or missiles and guns or guns and lasers etc and different hardpoint classes will be different weapons but then you swap them around like maybe you want all the mediums for missiles and you move the beams onto your huge points etc and suddenly the ratios have all changed and ♥♥♥♥ needs completely re-engineering for the new setup despite the weapons more or less being the same in terms of how many weapon types you have. Yeah my Anaconda currently runs 1x Huge, 2x Medium beams, not yet engineered and I can only get a few seconds of fully sustained beaming on a target. I looked on it a lot when I started out then lost it. I had wondered what bloody site was called. (clicking on the wrench icon on the weapons lets you change the engineering effects etc): Here is a link to coriolis where you can look at the specifics. Running say 2 huge beams on a corvette is very taxing on the distro where as the mutli can be run basically constantly (not counting reloading times) Originally posted by CMDR Crimson Echo:The advantage of the multis is more than just damage in absolute terms, but damage per energy. It can take years of play to try out all the weapons, engineering, special effects and combinations in this game but I know there's many vets out there that are probably quite knowledgable about this stuff. Or would that be incorrect? Perhaps debatable? But how do they actually compare to say an engineered beam laser? I'm partly interested in versatility too because it seems reading the wikia at least in engineering multi's to "shred" shields you don't actually give up much kinetic hull damaging power. I've heard the term "literally shreds" shields from quite a few people regarding incendiary rounds, particularly relating to the larger class-4 multi-cannons. I've been reading the wikia a lot but it seems like one of those cases where the information just isn't clearing it up for me very well and I need to either ask for player views/opinions and/or test it out for myself, the latter I intend to do but it's obviously not as quick. Now you can have beam, burst and pulse and they can be engineered in many ways but multi-cannons can also be engineered. What I'm interested in is how multi-cannons actually compare to laser weapons vs shields. Multi-Cannons have finite ammunition and need reloading. So first things first let's get the obvious ♥♥♥♥ out of the way.
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