Engineers Hands off the new 3.0 double-shot frag cannon engineer mod!!

Went to Zacariah Nemo for some engineering of virgin Pacifier frag cannons. In 2.x the double-shot modification gave 10% more DPS compared to overcharged but at the cost of strongly increased ammunition dependency. Nevertheless I liked to get maximum DPS for my fragging Vulture so I went again with this blueprint - what a disappointment! Here are the bare figures:

Pacifier DPS before 3.0 after 3.0
double shot was 360 now 326
overcharged was 320 now 367

Fortunately I withstood the initial impulse of converting my old 2.x G5 double-shot Pacifiers. But nevertheless I would like to thank FD for a now entirely useless modification and the sheer waste of some precious engineering materials. /irony off

TLDR: Double-shot is dead, go overcharged!
 
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IDK how it was before the engineers rework, but I'd never have sacrificed double the heat, distri draw and ammo use in the first place for a bonus that bascically makes everything more damage-eficient. Is there some experimental that warrants getting out as much ammo as possible?

A lot of engineer effects need heavy rebalancing, double shot probably should give at least 120% more ammo.
 
Personally I think the OC mod needs a nerf. 70% damage increase is insane. The mod isn't even remotely balanced and forces weapons that can't realistic use it to be ignored.
 
Personally I think the OC mod needs a nerf. 70% damage increase is insane. The mod isn't even remotely balanced and forces weapons that can't realistic use it to be ignored.

I dunno, beam lasers are good without it but then again, beam lasers essentially need efficient to be worth using in most cases.
 
100% damage boost (2 shots ) with more clip size on Double shot

VS

70% more Damage 35% more distributor Draw and 15% thermal on Overcharge?


explain to me how Overcharge is better again?
 
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I dunno, beam lasers are good without it but then again, beam lasers essentially need efficient to be worth using in most cases.

Good point, Beams are decent without OC. I simply recall doing the math on OC Cannons vs Eff PAs, and it wasn't even close, all things considered. It's more of a personal complaint, I don't like things being out of balance, and then rebalanced by an arbitrary and astronomically high equalizer. The difference between a stock MC and an OC5 pre-3.0 was ~35%, now it's 70%. That seems to be unnecessary powercreep to rebalance a system that's getting out of balance.



100% damage boost (2 shots ) with more clip size on Double shot

VS

70% more Damage 35% more distributor Draw and 15% thermal on Overcharge?


explain to me how Overcharge is better again?

Doubleshot gains its damage increase by dumping ammo faster, meaning you'll run out of already limited ammo faster. Don't get me wrong, Doubleshot does more DPS, but it pays a heavy price for it. OC is comparable damage for no tangible negative.
 
100% damage boost (2 shots ) with more clip size on Double shot

VS

70% more Damage 35% more distributor Draw and 15% thermal on Overcharge?


explain to me how Overcharge is better again?

Because Double shot fire two shots in a raw so it will double the distributor Draw and double thermal.
(Not in fact since there is a small delay between two shots so the ROF increase is 49.2%. So there is 49.2% increase in damage/draw/heat in fact. But Double shot do have a higher boost in sustained damage as 92.4% because it spray out your ammo quicker.)
 
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Good!
If FD doesn't continue with nerfing sick silly mods of fracking SMALL SHIPS like a vulture, that are, as of now, able to outright KILL BIG SHIPS, I don't know why I would play the game any more.

I was hoping for some sanity of FD such that working hard could yield the possession of an advanced ship (that other players can also only have if they worked for it very hard) that can STOMP ANY VULTURE, just like a Farragut can stomp any single ship in the game.
 
Good!
If FD doesn't continue with nerfing sick silly mods of fracking SMALL SHIPS like a vulture, that are, as of now, able to outright KILL BIG SHIPS, I don't know why I would play the game any more.

I was hoping for some sanity of FD such that working hard could yield the possession of an advanced ship (that other players can also only have if they worked for it very hard) that can STOMP ANY VULTURE, just like a Farragut can stomp any single ship in the game.

Being immortal isn't fun. I love my vette, don't get me wrong, but I'm also under no illusions as to its supposed "immortality". I like the idea that a small ship can kill a big ship piloted by someone who clearly doesn't know what they are doing
 
just like a Farragut can stomp any single ship in the game.



hehe.... it's all in the swing I tell you. I love killing these things :D


oh sorry, this post was about something else wasn't it? lucky for me I kept my double shot legacy mods :D


As of now, it is coin toss to me as to what I would prefer of the two, OC has the ammo conservation and dam per shot, but double has the DPS and hit chance advantage. not to mention when applying special effects the double has a higher application loadout.


If you are doing assassinations or 1v1 combat, go for double...you really aren't going to go through THAT much ammo that fast if you are accurate, if you are doing Combat Zones and have multiple targets, then OC may be the better option.
 
Over a period of a battle Double shot will kill much quicker than Over charged if you key them with Screening Shell. This depends of course if all you shots are on target. Shot for shot give me DS with SS ANYTIME!!! (!x Weapon to have Corrosive for that hull damage boost).
 
I dunno, beam lasers are good without it but then again, beam lasers essentially need efficient to be worth using in most cases.

I was using 4 fixed OC beams on my Clean driven FDL with two being thermal vent and the other two thermal conduits. Worked pretty well.
 
Went to Zacariah Nemo for some engineering of virgin Pacifier frag cannons. In 2.x the double-shot modification gave 10% more DPS compared to overcharged but at the cost of strongly increased ammunition dependency. Nevertheless I liked to get maximum DPS for my fragging Vulture so I went again with this blueprint - what a disappointment! Here are the bare figures:

Pacifier DPS before 3.0 after 3.0
double shot was 360 now 326
overcharged was 320 now 367

Fortunately I withstood the initial impulse of converting my old 2.x G5 double-shot Pacifiers. But nevertheless I would like to thank FD for a now entirely useless modification and the sheer waste of some precious engineering materials. /irony off

TLDR: Double-shot is dead, go overcharged!

Add in Screening Shot for the double shot frags.

If you are about popping single/few targets for a mission or just a kill, they are wonderful.

If you are doing long term activities like a CZ, they ain't so good. Well, they kill stuff dead but you need reloads or synth.
 
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