Best weapon to scrap hull?

Just tried out 3 cannons (one of them being a C4) but they deal absolutely NO (!) - ZERO damage to hull?! after the second shot only 1%? Sometimes 20%? How does this work? Even class one lasers deal mroe damage ... Ofcourse modules suffer more damage but still, less damage than C1 lasers? ...

If you hit a subsystem, it takes a proportion of the damage relative to how good your weapon's armor penetration is, with correspondingly less damage going to the hull.

Cannon do great hull damage. However, they also have very good penetration, so if you hit a subsystem, very little of that damage goes to the hull itself.

Ram your opponent to drop its shield.

Very hard to ram someone who doesn't want to be rammed and who knows how to fly their ship.

Torpedos are also PvP weapons, specific, but efficient.

Torpedoes are pretty good against subsystems and are about twice as fast as seeker missiles.

A pair of torpedoes up someone's tail pipe as they flee will often take out the drives.
 
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Torpedoes are pretty good against subsystems and are about twice as fast as seeker missiles.

A pair of torpedoes up someone's tail pipe as they flee will often take out the drives.
Really? Have you tried recently? Because, using seeker missiles and targeting the power plant, I have never manage to damage it. Maybe because power plant is an internal module..?
 
I really like my 4 c1 missile loadout on my asp (or 2 c2 missiles imstead). Asp isnt my high res parker so limited ammo not a factor - i just reload when i get to my mission destination (faction mission, kill/bounty mission, etc)

looks cool, does great combined hull dmg in 1 quick launch vs longer time stream of MC. Even anacondas ive had in kill missions went down just fine (in pve of course)
 
can't confirm torpedos subsystem damage - as i was aiming at the PP in that volley, and hit the phyton there, without any noticable PP damage.

but its also strange that the torpedos damage rating is not fully displayed at the equip screen.
I will conduct a few more tests with them, once i got my hands on a ship with more then four weapon slots and a conflict zone right next to a re-arm station.
given my current wallet, torpedos are somethign for the patreus faction, with high bounty, low ammo cost perk.

btw, can someone confirm explosion damage bleeding through low shields?
 
I will conduct a few more tests with them, once i got my hands on a ship with more then four weapon slots and a conflict zone right next to a re-arm station.
Just wanted to stress that for test, try to target both internal and external modules. I should have tested when I used seekers but did not think about that.
 
I really wish they would bring back thermic damage to missiles. They already nerfed the reload time for dumbfire.

With thermic damage they could be viable counter against people using lots of scb and shield boosters.
 
btw, can someone confirm explosion damage bleeding through low shields?
As long as shield is up, no damage to hull.
It has been tested and one seeker missile does the same amount of shield damage as a single shot of C1 fixed pulse laser. i guess they were not brave enough to test torpedos :)
 
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Torpedos are also PvP weapons, specific, but efficient.
Don't believe me? You say about less than 30%? Then, let's say that:
- You are flying an armored Python, as the ones you fight at a conflict zone.
- Your opponent, another Python, manages to take down your shield with its three large lasers.
- He then fire 2 torpedos, via its two medium hardpoints, and continues to eat your hull with its lasers.
- Then he fires again 2 torpedos.
- Then 2 other ones.
- Then he is out of ammo, but you are dead.

EDIT: mmh, can't remember...is it 2 or 3 torpedos per class 2 torpedo pylon?

Now, do you still find that about 30% hull damage via 2 torpedos is not enough?


I would answer with yes. This is still bad. Ramming damage even deals more damage (about 70% with high speed), tradeoff, it deals yourself damage as well.

It is sad that we have to select weapons regarding PvP or PvE. But still, 2 medium cannons also deal around 15% damage to a Python if hit correctly and you have 100 and 5 times more ammo.
The effectiveness is only slightly better than multicannons or cannons or even lasers if looking at burst/DPS/maxdamage/ammo.
 
Nice chart. Any possibility to see how laser-based weapons perform?
Sure, here are all the charts about weapon damage.
Keep in mind that these show only the shield damage.
Hull damage is a different story, but we can assume that if weapon A does twice the damage of weapon B, then it should also make twice hull damage (exception to missiles!!!)
Also, while class 1 / class 2 weapons suffer respectively 66% / 33% reduced damage against large hull, their is no penalty against shield (exception to cannons which suffer no hull damage penalty!!!).

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