I go for all PA/rail plasma slug then it's fast, so that's when you need tanks and a scoop. But with just a pair of PA's or rails you don't need it as kinetic ammo runs out faster, one huge would probably be the same (ish).
With fuel scoop/extra tank all plasma slug loadouts you only return to stations to cash in, or when damaged.
Thanks for the info - may look at LR Plasma Slug PAs for the Huge HP's on my Corvette at some point. For my FDL, I think I will stick with my original plan for now - LR Phased Sequencing PA. May trial the Plasma Slug option on the FDL when I look at it for the Corvette.
Yea? I tried plasma slug imperial hammers for a while. Just like my Courier, the FDL didn't like them at all, it drained the fuel tanks like crazy.
Concerning
plasma slug:
This is my 'go to' for PvE in RES or CZ but I think more would prefer it on Corvette than FdL.
Although I see that you keep your FdL internals pretty free, hence could fit a good scoop and further additional fuel tanks, plasma slug has to be used as main armament to make sense and this makes it thirsty. Ultimately, if you have to leave the instance to scoop regularly you're almost at the point of achieving little over having to go back to a station to rearm conventional weapons. Because plasma slug denies you access to a number of beneficial specials (most obviously, super penetrator and feedback cascade on rails, but also dispersal on PA would be useful against NPC's, and TLB should stop them spamming missiles) it's difficult to justify the benefits you're giving up unless you can really stay in the combat for a long time.
When I use plasma slug I am very aggressive with almost continual fire (kind of the point of the thing) and very, very, roughly use about 1 ton of fuel per minute, hence why for me it's more a Big Ship than FdL thing.
The FDL has always had a heat problem, the issue now is not as bad as it used to be but it is still a concern regardless of how people try to paint it as not being an issue. I am not the only one that has noted this.
The FdL was basically a bonfire when first introduced. It then received a massive heat management buff (along with its pitch and powerplant buffs) in 1.5. But Frontier then later dialled the heat management back again, putting it somewhere between those two extremes.
This, actually, could be another reason to be wary of plasma slug on FdL. If most of the loadout is plasma slug (which as noted earlier is pretty much essential to plasma slug builds), the benefits may be difficult to realise given thermal load.
Anyway, either way, concerning
phasing sequence on PA:
I would query the benefit of this in PvE. Phasing removes 10% of weapon damage, then divides the remaining 90% as to approximately 78% to shield and 12% phasing through to hull. The phasing component ignores fall-off for range, ignores resistances (on shield and hull) and ignores pips to Sys. However, against vanilla PvE targets (basically anything except Wing Terrorist Mission Principal, notwithstanding a smattering of random mods here and there) only the latter point (ignoring Sys pips) is relevant to a PA.
Basically, unlike with phasing on a long-range laser fired at a PvP build with high resists, phasing on a PA fired at an NPC will almost always result in a slower overall TTK. The reason being that it will usually only be faster if the NPC dies with shield still up, which is achievable but unusual.
Hence there is a credible argument that, in PvE, phasing on a PA is actually worse than no experimental at all, and given the obvious benefits of Dispersal or TLB (which have no downside) they may be worth considering as alternatives.
(Albeit of course, now that courtesy of 3.0 QoL we can swap experimental at will subject to using a few cheap mats, you'll lose little by trying them all and seeing what you prefer.)
Any corrosive weapon gives you a 25% damage bonus whilst active (you see the little icon on the target display) and that's it. Only need the one, weapon size isn't a factor for it either.
Yes, and note that when a hull is affected by corrosive it not only takes 25% extra damage from all sources, every weapon fired at it also counts as having +20 APV (which is not the same as the hull counting as having -20 HH). It's the combination of these two effects that makes some builds with corrosive so effective: most obviously low APV builds such as full multis.
The reason that corrosive cannot stack is because it falls into the same binary category as emissive or dispersal: it's not a weapon check, it's a target check. The target is either affected by corrosive at any given time, or not. If it is affected, the full consequences apply. Or none.