Multi cannons getting hot?

So I’ve built an all multi cannon python mk2 all overcharged with thermal shock and incendiary rounds. When firing ship heat goes well over 300%. I’ve built Fdls and corvettes with the same weapons and these ships never ever had a heat warning, is this a bug I wonder?
 
So I’ve built an all multi cannon python mk2 all overcharged with thermal shock and incendiary rounds. When firing ship heat goes well over 300%. I’ve built Fdls and corvettes with the same weapons and these ships never ever had a heat warning, is this a bug I wonder?
Post your build from Coriolis or EDSY?
 
It's the same issue with the old Python. With rapid fire instead of overcharged you remain noticeable cooler:
 
That is indeed a quite hot build and very power-hungry. I noticed you use the Overcharged powerplant. I suggest an alternative build, albeit with 'only' 1900 shields, they are bi-weave for much faster recharge, useful if you're going to do PvE. Shield boosters are downsized to 0E, powerplant set up with Low Emissions Grade 5 + Monstered. Weapons are kept unchanged. Should run much less hot.

 
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So I’ve built an all multi cannon python mk2 all overcharged with thermal shock and incendiary rounds. When firing ship heat goes well over 300%. I’ve built Fdls and corvettes with the same weapons and these ships never ever had a heat warning, is this a bug I wonder?
You've mentioned the FDL and Corvette, so presumably using Huge Multi-Cannon's on those?
Even with Incendiary rounds, Huge Multi-Cannons have a lower heat build up than those Large ones on your Python Mk2, because they have a much slower Rate-of-Fire.

Power Draw is a factor that the Python Mk2 struggles compared to those ships too, and if your Distro is dropping more than you are used to that would add to the heat issue as well.
 
So I’ve built an all multi cannon python mk2 all overcharged with thermal shock and incendiary rounds. When firing ship heat goes well over 300%. I’ve built Fdls and corvettes with the same weapons and these ships never ever had a heat warning, is this a bug I wonder?

I have a P mk2, 4 multi cannons, 1 overcharged, oversized, 2 overcharged incendiary, 1 overcharged corrosive...does start to heat up, also 2 pulse lasers oversized rapid fire. In PvE takes down shields in seconds, but you need to run the multi cannons in bursts not continuously or it does overheat rapidly. Use the pulse lasers while cooling. It's ok if it warms up a bit when you opponent dies in a few seconds. It's a monster, you just need to handle the heat better!
 
That is indeed a quite hot build and very power-hungry. I noticed you use the Overcharged powerplant. I suggest an alternative build, albeit with 'only' 1900 shields, they are bi-weave for much faster recharge, useful if you're going to do PvE. Shield boosters are downsized to 0E, powerplant set up with Low Emissions Grade 5 + Monstered. Weapons are kept unchanged. Should run much less hot.

I don't think a 6A power distributor can easily keep up with 6A biweave (lo draw) to begin with. You have to be a master of pips. Even then, in PVE you'll get focused by gimbals so single or double chaff may be useful. But the pmk2 is so big that I find even double chaff doesn't help much unless I succeed in facing most opponents with the flat profile.

In my opinion for pve with multis, you want prismatic build with possibly 1 chaff, and a class 6 armored monstered power plant.

Switch to D-rated HD boosters and thermal spread on PP if you are still too hot.

I wouldn't use thermal shock.

The corrosive multi should be highcap so it doesn't run out of ammo.

 
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Yeah that makes sense, my weapons are fairly distro hungry so I'm running 1-2-3 most of the time and it's a little sluggish, 1-3-2 makes it noticeably nimbler
 
Yeah that makes sense, my weapons are fairly distro hungry so I'm running 1-2-3 most of the time and it's a little sluggish, 1-3-2 makes it noticeably nimbler
Right leaving one pip in sys is probably good in pve. I only have 420/240/042/024 mapped so I constantly have to watch sys distro, and multis require more tot, with multiple opponents I find my fingers scrambled lol.
 
Right leaving one pip in sys is probably good in pve. I only have 420/240/042/024 mapped so I constantly have to watch sys distro, and multis require more tot, with multiple opponents I find my fingers scrambled lol.

That's the more proper way of doing it really, I just like to find a good compromise I can use most of the time during combat to stop my brain getting scrambled 😅
 
So I’ve built an all multi cannon python mk2 all overcharged with thermal shock and incendiary rounds. When firing ship heat goes well over 300%. I’ve built Fdls and corvettes with the same weapons and these ships never ever had a heat warning, is this a bug I wonder?
Nah, its just those Large incendairy MC, if there is like 2 of them or more, it will cause overheat any ship that have not enough heat capacity before ammo runs out from single clip, especially if used OC plant, because there is lot less capacity to take in from resting heat, and heat dispersial rate is bad as well, it cant keep up and takes longer for heat for going back into resting level. Armoured with thermal spread or LE at lower grade will help there considerably, but it will also require some compromise in shield strength.

P2 has considerable less heat capacity than big ships, and FDL's Mc's 4 mediums + single huge does not even close in heat generation vs P2 full MC's bulid like this.
Sized 6 distro, soon as its lower than 3/4 at juice, it also causes to weapons give extra heat, and it less juice at WEP is, then more extra heat is gained, and 6 mc's will drain juice it in no time, even with 4 pips at WEP.

That being said;

Drop all incendairy mods into something else, Make all those large MC's autoloader (it will not overheat anymore as easly - and autoloader increase sustained dps before need to reload - its better than it look on paper), and 2 medium can remain as they are... OC emissive+corrosive its good combo there, and even full kinetic, you still sitting at tons of DPS, with all OC MC's.
 
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I wouldn't use thermal shock.
Yeah, in pvp, especially if there TC user, its like giving an opponent an extra handicap, and since there is better mods to chose from, its waste of mod slot as well. In PVE, there is very litte reason to use it, and overall its one of worst mods to use in MC's.
The corrosive multi should be highcap so it doesn't run out of ammo.
OC is actually better, because it will buff itself from AP increase, instead of hicap there, as you want have much as Dmg increase as possible to make the most of corrosive, even from corrosive source itself. Ammo penalty can be and should be migrated by using synthetis. Soon as 50% ammo left, one basic reload on corrosive mc's and it will even out with rest of mc's.
 
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Yeah, in pvp, especially if there TC user, its like giving an opponent an extra handicap, and since there is better mods to chose from, its waste of mod slot as well. In PVE, there is litte to no reason to use there, and overall its one of worst mods to use in MC's.

OC is actually better, because it will buff itself from AP increase, and actually is better than more ammo there, as you want have much as Dmg increase as possible to make make most of corrosive, even from corrosive source itself. Ammo penalty can be and should be migrated by using synthetis.
I agree for OC corrosive in pvp. If OP doesn't mind synthing the corrosive multi every time (because it will certainly run out before all the other ones, at which point total damage vs hull takes a big hit) then yes absolutely, make the corrosive OC as well (I know Elpapo knows all this, just detailing the thought process for OP).

Yeah I was thinking OP should not use thermal shock in case OP's cmdr runs into tc plasma in open :), NPCs don't use that effect, do they ?
 
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