So tried an all-CC build. TL;DR: It's MEAN. And fun. Holy crap.
Yeah, its one of my favorite "latest weapon" loadouts, and compared to any old "meta" bulid, as its like only few months, since CC's are around.
After getting bored with the Pacifier Python II I returned to my carrier and looked through my shipyard foir a ship with enough medium+ hardpoints to slap some CCs on. At first I thought I might try my combat optimized Krait, but then I thought "what the hell" and decided to use my powerplay Corsair. So I put six Concord Cannons on it, went back to the CZ, and immediately started giggling.
P2 is kinda better 6 CC's platfrom, due of better hardpoint placement, it has quite "wider" arc of fire, where all hardpoints can fire at once, where to compared to Corsair, with its c2 hardpoint at bottom, often does not shoot if target reticle is bit above center line of ship.
But even with the tanky CZ ships, this is more effective than I expected. With consequent power plant targeting, very of the ships made it below 30% before exploding. Most small ships were done in three or four volleys, Anacondas took a bit more. Most surprising were the Phantoms that were around - those were astonishingly tanky.
Yeah, it absolutely melts anything that PVE can throw at Cmdr. Fun factor of usage is 5/5 easly.
I also ditched the autoloader on the Concord Cannons, it just doesn't work properly. For lack of a better choice, my CCs are now overcharges and oversized. The reload is quick and barely noticable.
Also, those new powerplay CG CZs are fun.
Autoloader works fine, is just bit tricky with CC's, it indeed require quite solid trigger discipline, to work properly and to make best of it.
Not only a cmdr must ensure that every CC's are on target reticle (its more difficult at 6CC than with 5CC bulid - due of that silly c2 at bottom near main engine for corsair), so ship nose needs be at right position when its moment to fire all CC's, but also rate of fire need be adujsted properly (slightly slower than full rate of fire), to ensure autoloader loads up that extra 4th salvo, per mag, and to avoid "bootleneck" where shooting at less than 3 (2 or 1 from mag), causes rest of salvo being shot by its own, after reloading, and making ammo disparity if its adds up.
Oversized might be better choice (now given that CC's ammo issues are fixed, thus autoloader not required anymore to bypass it), it does nearly 1 more dmg per bullet, and its definetly easier to use than autoloader, minus the extra 4th salvo before reloading.