question for people with fragment cannon experience

All of this makes me wonder this: how would you build a frag boat Mamba using the CG double-engineered gimballed frags? The Huge hardpoint would be left over after the CG frags, and there's no Huge frag... would you stick a Large frag in there anyway or go with something else?
The ultimate question! I've tried various things and two particularly worked for me, first, a long range huge beam, fixed cos beam damage isn't great against player level engineering so the extra damage from fixed is welcome (also gimbals wouldn't hit at the range I'm shooting anyway), but most player ships are typically weaker to thermal (particularly those with huge prismatic shields), so it's a good choice for pvp and it reaches out 7km with no dmg dropoff, it's the ultimate poking stick. It has a marked psychological effect when you are being constantly hit from short and long range. For PvE a gimballed huge corrosive multicannon, strip the shields with the frags, then absolutely SMUSH the modules with the huge MC.

Source: https://www.youtube.com/watch?v=kdHKWVtXwJU&ab_channel=TheAshenFox


The truth is though, a fifth (large) frag is the best dps choice, but while I do play for effectiveness, I also play for fun, and having nothing to shoot between the jousts isn't fun for me. Plus my OCD kicks me in the nuts whenever I use an undersized weapon in a larger hardpoint :D

3 large frags and 2 small railguns is also a good build.

P.S. Notice how if I fire half a mag, I waste the other half before hte next pass, this is important cos all yuor damage is up front in those three shots. If you do a pass and only have one shot in the mag, you lost a HUGE amount of dps.
 
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Overcharged primary always, no exceptions. Double Shot is about the same DPS but is annoying and uses ammo faster (hence these new double engineered ones). Specials depend on what I'm doing. Drag is overpowered against the best ships in the game, so I personally don't use it in pvp, I don't want to spoil the other player's fun (it is not fun as a good player fighting against someone with drag, it's simply op).

On the Python 2 I run the left and right with incendiary, and the up and down both with corrosive. Of course I'm aware corrosive doesn't stack, but an even balance of thermal/kinetic damage is ideal for pvp (and pve) and all the other specials come with distractions (dazzle is worthless on a shield build, you can't really make use of screening shell unless you have insane time on target and frags are NOT a time on target weapon). If I'm running a hull build, dazzle is a no-brainer with judicious use of silent running.

Short answer, half of them incendiary and the other half whatever you deem useful in the circumstances (but always with at least one corrosive). Don't subject other players to drag unless you really hate them :D
Oh dear I've failed on all occasions 🤣🤦‍♂️, I use pacifiers overcharged and screening on all large p MK2 with a corrosive and drag on the mediums .
All fixed .. dang nahbit . I was thinking I was the dogs dangly bits 🤣.
Thanks for your input it good to see what others fly and their reasoning and see where I can improve . 👍🥃
 
Oh dear I've failed on all occasions 🤣🤦‍♂️, I use pacifiers overcharged and screening on all large p MK2 with a corrosive and drag on the mediums .
All fixed .. dang nahbit . I was thinking I was the dogs dangly bits 🤣.
Thanks for your input it good to see what others fly and their reasoning and see where I can improve . 👍🥃
Well, don't get me wrong, that's a great pve setup where you can sit behind them and spam the f out of them. :D You simply won't get the time on target on a player to take advantage of screening shell, and incendiary is a MAD shield stripper, try it, you'll be seriously impressed :D
 
On top of that consideration for normal Frag Cannons, the CG HighCap+Double Shot combination will be giving you more damage per second and more damage per ammunition reserve than just overcharging the Pacifiers would if it's a standard G5+G5 setup - though maybe you'll be paying for this a bit by not getting to add an experimental on top of that.

You are sure that we won't be able to add an experimental effect? Up to now, most double-engineered stuff we got still was able to get an experimental effect. Those where it was not possible always had the text that further modification would not be possible. I would not see such a text in the current CG description. Did i miss that?
 
Now, what's the final verdict? It has screening shell and says that it can not be changed. And the ammo capacity is lower than the combination of the two effects would have suggested.

So, in my book, i would rate them as "somewhat ok, but not awesome". Am i missing something? Especially, without being able to bring corrossive and thermal on the frags, a frag mamba is with them is not that attractive any more?
 
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I found the large ones very useful in a haz res for taking large chunks out of both hulls and modules in a Chieftain. You need corrosive on board elsewhere to bring the armor piercing up against bigger targets. The biggest weakness is that they’re gimbaled. Like Concord Cannons, you get phenomenal cosmic damage, itty bitty opportunity to use it if the opponent chaffs. The gimbaling does help concentrate fire against modules.

The small ones are just bad. 20 baseline AP that only goes to 40 with corrosive, so best case you’re still only doing half damage to large ships. If they were incendiary then they’d be nice supplementary anti-shield damage, but I confirmed that they can’t be changed.

The ammo count is 302 which is not divisible by the clip capacity of 8, which is kind of weird. They could have made it 304 and you’d get 38 complete volleys of 8.
 
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