I'm an in-game multi-billionaire but I have zero idea what to do with all this money

BAM>BAM>BAM never gets old. ;)
It never does, doesn't it :D. And as a weapon they are good enough for PvE that, at least for now, I will not ever not want to have them on a ship. Let's see how long that lasts - just recently I had a lot of fun with a Krait with three large beams and two CCs, and I didn't do too badly even in a high CZ, so... there are worse weapons than the CC.
Yeah, for any PVE, bi-weaves with good resists, and fast regen, its more than enough.
I am sure you know my previous discussions I had, for medium ships I aim for large-ish bi-weaves around 1200 to 1400 raw and accept the increased recharge, but I also try to never lose them completely. Works better for me than the larger pool shields or smaller bi-weaves with much faster regen. YMMV.

If you dont seek to trigger desired malfunctions on your target, just use scramble for random chance. But if you really only after triggering desired malfunctions, disruptors (without scramble) are the way.
Interesting. I kind of dismissed the PD by glancing over the description. Might be a good way to keep those damned Corvette captains from waking out in a high CZ - although I might as well use the new griefer missiles I got from the CG or that.
 
It never does, doesn't it :D. And as a weapon they are good enough for PvE that, at least for now, I will not ever not want to have them on a ship. Let's see how long that lasts - just recently I had a lot of fun with a Krait with three large beams and two CCs, and I didn't do too badly even in a high CZ, so... there are worse weapons than the CC.
I am personally fond of alteast 5 concord cannon bulids. Pure dakka, and more CC's are used at once, its gets more effective, and more ammo efficent.
This is one of weapons, that basically every medium ship, can use it on larger than C2 hardpoint, with great effect. :cool:

I am sure you know my previous discussions I had, for medium ships I aim for large-ish bi-weaves around 1200 to 1400 raw and accept the increased recharge, but I also try to never lose them completely. Works better for me than the larger pool shields or smaller bi-weaves with much faster regen. YMMV.
Yeah, I call that mid-point biwaves, where they are enough strong to last, but not totally squishy.

Interesting. I kind of dismissed the PD by glancing over the description. Might be a good way to keep those damned Corvette captains from waking out in a high CZ - although I might as well use the new griefer missiles I got from the CG or that.
New missiles have terrible rate of fire, regular seekers fire twice as fast, and to be really effective, its has be timed well with target FSD charging... wich can be harder than it seems to be. And if there is point defences(highly likely), getting that FSD reset is tricky. It seems it has also highest cooldown of all other FSD disrupt sources.

But it works against shielded, while disruptors are only works against unshielded ones... but those vette CZ's only runs when unshielded, so I think disruptors might better suited for the job, as only shields protects from it.
 
Concord cannons are strictly better than regular ones. Shot speed is higher, so it's easier to land shots. Total DPS is also higher. Yet the big problem of cannons remains unsolved: ammo. They need twice as much as they currently get to be viable as a main weapon. You can of course engineer for high capacity, but then you can't engineer short range to boost their damage.
 
Concord cannons are strictly better than regular ones. Shot speed is higher, so it's easier to land shots. Total DPS is also higher. Yet the big problem of cannons remains unsolved: ammo. They need twice as much as they currently get to be viable as a main weapon. You can of course engineer for high capacity, but then you can't engineer short range to boost their damage.
I am not too sure if short range is worth the much shorter range. Granted, CCs are kind of hard to aim anyway at longer range, but the damage increase over OC is kind of meh. I've made two sets of CCs so far, one OC and one High Capacity, both work pretty well for me, with the HC ones sort of being training wheels while I got used to aiming them.

I kind of struggled with the experimental on them, in the end I went with auto loader.
 
Concord cannons are strictly better than regular ones. Shot speed is higher, so it's easier to land shots. Total DPS is also higher. Yet the big problem of cannons remains unsolved: ammo. They need twice as much as they currently get to be viable as a main weapon. You can of course engineer for high capacity, but then you can't engineer short range to boost their damage.
That only apply if using 2 or 3 of such CC only.
Bulids that uses 5 or 6 CC's, lasts enough to use even in PVP, and in PVE, they remove targets fast as frag bulids would.
Still, bulids with 5 or 6 CC's are quite ammo efficent.
309 x 6 = 1804. Thats quite lot of ammo. Thats almost 45k kinetic dmg. Single salvo like that shoots 18 bullets, thats pure 460 kinetic dmg per salvo.
Highly accurate, I might add, atleast compared to frags.


Overchaged 70% means 24.6 dmg per each bullet.
Short range 75% means 25.6 dmg per each bullet. 1 dmg more is not really worth less 50% range, but each to its own.


P2 or corsair with 6 CC's, hits almost as hard per salvo as frag bulid, while being much more accurate, with higher breach chances and given there is no dmg falloff at all, overcharged are much better choice, than 5% more dmg from short range, wich have only 50% of range. Bigger ships can be still easly hit even at larger ranges, right up to 3,5 km.
 
I am not too sure if short range is worth the much shorter range. Granted, CCs are kind of hard to aim anyway at longer range, but the damage increase over OC is kind of meh. I've made two sets of CCs so far, one OC and one High Capacity, both work pretty well for me, with the HC ones sort of being training wheels while I got used to aiming them.

I kind of struggled with the experimental on them, in the end I went with auto loader.
Agreed, since distributor draw is low anyway, overcharged is the overall better option. I've use short range on my Mandalay, because I need to be close for the two Cytos anyway. As for experimental, try high yield shell. This isn't as OP as it used to be back when you could put it on top of long range. But on either overcharged or short range you get about the same damage in the end as you used to get on long range. High yield shell absolutely murders internal modules like nothing else does.
 
Agreed, since distributor draw is low anyway, overcharged is the overall better option. I've use short range on my Mandalay, because I need to be close for the two Cytos anyway. As for experimental, try high yield shell. This isn't as OP as it used to be back when you could put it on top of long range. But on either overcharged or short range you get about the same damage in the end as you used to get on long range. High yield shell absolutely murders internal modules like nothing else does.
I tried using high yield shells, but I found them too much nerfing overall dmg, almost completly negates dmg bonuses from OC or SR, thus making them way worse choice when there are shields to deal with first.

Thing is with CC's that without that effect, its already very effective module killer, given its high breach chance and dmg.
With 5 or 6 CC bulids, without that effect, I could often one shot powerplants, right to trigger instakill.
 
P2 or corsair with 6 CC's
Well there's an idea I have to follow up on... although I still prefer my Krait for CZ combat over the P2 and the Corsair. Don't really know why.

Question: I've never really tried that, how well do pure kinetic loadouts deal with shields? When I went full dakka, I always had some incendiary MCs in the mix.

Agreed, since distributor draw is low anyway, overcharged is the overall better option. I've use short range on my Mandalay, because I need to be close for the two Cytos anyway.
That's a good argument. I never really make ship specific weapons though, I keep swapping them in and out between ships, so going OC or HC seemed more universal for me.

As for experimental, try high yield shell. This isn't as OP as it used to be back when you could put it on top of long range. But on either overcharged or short range you get about the same damage in the end as you used to get on long range. High yield shell absolutely murders internal modules like nothing else does.
My understanding is that high yield is specifically aimed at module thrashing - damage per shot is waaaaay lower than OC or SR. Not sure I like that.
 
Well there's an idea I have to follow up on... although I still prefer my Krait for CZ combat over the P2 and the Corsair. Don't really know why.

Question: I've never really tried that, how well do pure kinetic loadouts deal with shields? When I went full dakka, I always had some incendiary MCs in the mix.
Unless facing 5k+ MJ shields tanks, shields are not issue, and such bulids have that much dps, that even SCB PVE ships cant really match it.

That's a good argument. I never really make ship specific weapons though, I keep swapping them in and out between ships, so going OC or HC seemed more universal for me.


My understanding is that high yield is specifically aimed at module thrashing - damage per shot is waaaaay lower than OC or SR. Not sure I like that.
Yeah, its simply not worth losing 60% of dmg (high yield does like -33% to base dmg, lowers also ROF) and overchaged and SR ends up with about 10% or 13% dmg bonuses... that much loss of total dps is not worth for ability to hit multiple modules at same time, instead of only selected ones.
 
My understanding is that high yield is specifically aimed at module thrashing - damage per shot is waaaaay lower than OC or SR. Not sure I like that.
Try it :)
Swapping out experimentals is cheap. Damage is lower, but modules don't have that much health. 1-2 salvos leave any NPC dead in the water. Every module will either be dead or at least malfunctioning.

Back in the days before the nerf, I ran my Cutter with 4 overload munitions packhounds and 3 long range high yield cannons. The packhounds would rip the shields from an attacking Anaconda at 6 km out, the follow up cannon salvo would leave them disabled and stranded. It's no longer that good, but still very good.
 
Cheap but annoying :D. I wish we could also pin experimentals.
One big advantage is that you also damage the powerplant, no matter from which angle. It's just like detonating a bomb inside the enemy ship. Even super pen rails only hit everything in a single line, though that of course also allows hitting the plant from any angle. But, it's fixed, so the aim has to be perfect.
 
I am personally fond of alteast 5 concord cannon bulids. Pure dakka, and more CC's are used at once, its gets more effective, and more ammo efficent.
So tried an all-CC build. TL;DR: It's MEAN. And fun. Holy crap.

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.

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.

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.
 
Get the heaviest ship possible.(Not sure what that is right now)
CLASS B FOR WEIGHT!
ALL FRAGS!
ALL ENGINEERED TO BE HEAVIER!


Just ram and frag enemy pilots. You will quickly learn that the only true weapon is ramming.
 
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.
 
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.
Well as I said, I kind of got bored of the P2. I only like it so-so to begin with. Shooting all six with the Corsair worked fine, you have to be a lot more conscious with your aiming with the CC anyway, and the tighter pattern of the hardpoints actually helps with the smaller ships.

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.
The autoloader is so slow that it is completely overwhelmed with the three-round-bursts of the CC. It is great on MCs, but I removed it on all my stored CCs.

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.
I never got four salvos out of a mag. Most of the time the autoloader was just annyoing me. Well, hooray for 3% more damage 😁
 
Don't do anything with it. You can now play the game freely without any grind for credits.
Rich people IRL don't stay rich because they spend everything that comes in, be like that.
 
The autoloader is so slow that it is completely overwhelmed with the three-round-bursts of the CC. It is great on MCs, but I removed it on all my stored CCs.
I never got four salvos out of a mag. Most of the time the autoloader was just annyoing me. Well, hooray for 3% more damage 😁
To get 4 salvos, you need pause a bit, after each salvo, for about 1 sec - autoloader that way adds always 1 ammo to mag per each salvo, and if done correctly, 4 salvos are possible. With firing at max rate of fire, autoloader adds only 2 to the mag - hence slower rate of fire must be maintanted.

But I agree, that can be much more hassle, than it sounds like...
During fights, reticle often moves around like crazy, cuz if stable vector (well as ship nose directly on reticle) is not maintained for entire duration of mag dump (like when boosting and dodgin), some CC's wont fire due of being obscured by ship itself. The top hardpoints on Corsair (1L and 2M) covers upper area and left/right quite well, so these dont cause much problems... but next 2L hardpoints on sides, well as one on bottom, are pesky ones, due of thier placement (left cant cover right side and vice versa, and bottom often cant shoot above center line of ship) and thats what causes ammo disparity for the most part.
 
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