Engineers Suggestions for Multi-Cannon Upgrade?

I unlocked "Tod" for cannon upgrades. Still building a few more mats before I go back there. I was looking at "rapid fire' thinking that's the most useful since my main ships I use for battle are the Anaconda and Federal Gunship. Neither turn that great and both have large multi cannons, grades 4 and 3. My logic is putting the most shells on target while I can. I'm interesting in hearing from someone who's done cannon upgrades and see what you guys think.

Thanks,

AirBear
 
I unlocked "Tod" for cannon upgrades. Still building a few more mats before I go back there. I was looking at "rapid fire' thinking that's the most useful since my main ships I use for battle are the Anaconda and Federal Gunship. Neither turn that great and both have large multi cannons, grades 4 and 3. My logic is putting the most shells on target while I can. I'm interesting in hearing from someone who's done cannon upgrades and see what you guys think.

Thanks,

AirBear


I've said this before on our Discord channel. There are only two mods for MCs. Overcharged and wrong. ;)
 
Anything other than overcharged on multis is just plain wrong. 45% extra damage per gun for no real downside.

As for specials, you want at least one with corrosive.

Incendiary rounds were flavour of the month a while ago, but i prefer other weapons for shields and use the auto loader for continuous dakakakakaka against hulls.
 
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I've tried an FGS will rapid fire MC and it's an effective loadout capable of chewing up small ships in a single pass large ones take a few more ;) however the ammo consumption rate is huge in a busy HazRES or CNB you'll empty the guns in 10 minutes or so then it's back to rearm or synthesize reloads if you've got the mats.

Oner advantage is being able to keep more pips in systems and engines as MC's won't drain the weapon cap like energy weapons and possibly a smaller powerplant or a larger one with low emissions mod to keep the ship cool.

Getting experimental effects like incendiary or corrosive are worth a look but do have some down sides check the link for details.

https://forums.frontier.co.uk/showt...ects-of-weapon-special-effects-complete-table

On ships with plenty of weapon hardpoints I generally fit energy turrets to attack the shields allowing me to line up projectile weapons like PA's (or MC's, cannons ...)
 
Generally overcharged, the DPS is just much higher than with rapid fire. And don't forget that rapid fire adds jitter which reduces your accuracy and hits on target enormously.
Sometimes i'm forced to use efficiemt multis but whenever possible....OVERCHARGED! :D
 
Actually, the DPS net is quite comparable.

It's true that RF adds jitter, but Overcharged reduces clip size. RF also dramatically reduces reload times.
 
Actually, the DPS net is quite comparable.

It's true that RF adds jitter, but Overcharged reduces clip size. RF also dramatically reduces reload times.

Than there is only 1 option to decide:
Roll each one overcharge and rapid fire, equip 'em both and try which fits you better ;)
 
Actually, the DPS net is quite comparable.

It's true that RF adds jitter, but Overcharged reduces clip size. RF also dramatically reduces reload times.

Yes, but jitter blows imo.

If g5 rapid fire had no jitter it might become a useful mod. Until then, not so much.


Ymmv.
 
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Yes, but jitter blows imo.

If g5 rapid fire had no jitter it might become a useful mod. Until then, not so much.


Ymmv.

I only find the jitter an issue if I'm using fixed. Gimb weapons basically cancel out most of the jitter anyway so as long as you aren't trying to pop eagles or fighters with gimb weapons then an ok jitter roll makes no real difference.
 
Hmmmm, imagine long range multis... Twice the projectile speed...

Which I guess is why we don't have them lol.

Love long range though. Hate CIF and BTC though!

We do though! I've been using them a lot lately, the 3000 m/s projectile velocity is super nice. It means you can out-range and out-damage long range Thermal weapons. It's just better accuracy and ToT making it basically mandatory for Fixed multis in PvP IMO
 
Anything other than overcharged on multis is just plain wrong. 45% extra damage per gun for no real downside.

As for specials, you want at least one with corrosive.

Incendiary rounds were flavour of the month a while ago, but i prefer other weapons for shields and use the auto loader for continuous dakakakakaka against hulls.

This. My Python has one large MC with corrosive and two mediums with autoloader, all overcharged. Along with two large efficient beams, it is a thing of beauty and a joy forever.
 
We do though! I've been using them a lot lately, the 3000 m/s projectile velocity is super nice. It means you can out-range and out-damage long range Thermal weapons. It's just better accuracy and ToT making it basically mandatory for Fixed multis in PvP IMO

Do they have the double projectile speed at g5?

I've stupidly never actually tried in game, looked on inra before and it's missing from the specs.

Tell me it's so, fixed long range multis here I come if so.
 
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