Frag' cannons for n00bz.

Well, since 3.0, math, but I always preferred the usability of OC rather than the double shot weirdness even before they were objectively better.

I’m not sure what you talkin bout Willis?
There’s this thing with double shot where I expect to pull the trigger on my 3 double shot frags and I hope to see six kablammos . I can’t even tell if it ever happens. So I pull and pull and pull thinking maybe they go one after the other, but I just can’t tell.
Is this your “weirdness” or have you got something else?
 
Out of interest, what of 'screening shell' or is that no longer relevant in current engineers?
This is where you might want them all the same.
Screening Shell speeds up your reload time, so if you do one - do all.

I mostly run 3 Double Shots with Screening Shell and I like it.

But I also have a kit of 3 mixed OC with corrosive, incindary and uh - it’s been a while - something else.
Unfortunately a ceasefire was called in Lave just when I re-engineered and got the second set of 3.
So my double shot preference is probably just lack of time with the new set of 3 Frags.


One thing I do know - frags are better up close.
So they’re good for a brawling bashing fighting style. Lots and lots of armour, HRPs and like that.
I run shieldless so folks think I’m easy but when I ram my Krait right in your Asp you really feel it.
In fact my first Thargoid Interceptor kill came from ramming it straight through the wriggly bits underneath and into the cloaca.
 
Last edited:
Not exactly a "primary" use for frag's but, given the way NPC ships act at the moment, a pair of frag-turrets on a big ship make devastating defensive weapons.

I've found this to be especially effective on ships such as the T10 and Annie.
 
Well yeah, what's the actual math?

I'll be honest, I haven't checked of my own accord, it's just 'what is known' (there was some talk about it shortly into 3.0) and if it's wrong, well, that wouldn't be the first time, and I'd be sad, but I doubt that it is. ;) Like I say I find OC more usable anyway, regardless of any advantage or lack thereof.
 
Last edited:
Not exactly a "primary" use for frag's but, given the way NPC ships act at the moment, a pair of frag-turrets on a big ship make devastating defensive weapons.

I've found this to be especially effective on ships such as the T10 and Annie.

I would imagine they work particularly well against Vultures and Pythons.
Hmm.[up]
 
Not exactly a "primary" use for frag's but, given the way NPC ships act at the moment, a pair of frag-turrets on a big ship make devastating defensive weapons.

I've found this to be especially effective on ships such as the T10 and Annie.

Noted, thanks.
 
I’m not sure what you talkin bout Willis?
There’s this thing with double shot where I expect to pull the trigger on my 3 double shot frags and I hope to see six kablammos . I can’t even tell if it ever happens. So I pull and pull and pull thinking maybe they go one after the other, but I just can’t tell.
Is this your “weirdness” or have you got something else?

You can tell when the double shot happens easier with a pacifier frag.

You can see the longer trail of 'double spit' because the shot spread is more tight.
 
I really have little experience with these things, other than knowing they hurt when used correctly.
Alas, I know this because I was the recipiant, not the giver, and I do not know how to correctly use frag' cannons myself. My skill level with them is 5/100. Oblivion players will understand. :)
So I would like to ask, how does one get the most out of these weapons?

Think of Frag cannons like shotguns. Devastating at very close ranges but damage falls off quickly as range increases (just like a shotgun). Frag cannons, like shotguns work best at very close range so get up close and personal with your opponent before opening up with the frags.
 
I’m not sure what you talkin bout Willis?
There’s this thing with double shot where I expect to pull the trigger on my 3 double shot frags and I hope to see six kablammos . I can’t even tell if it ever happens. So I pull and pull and pull thinking maybe they go one after the other, but I just can’t tell.
Is this your “weirdness” or have you got something else?

The weirdness happens whenever some circumstance causes one frag to fire and not another, they get all out of sync and some of your burst is lost. It's worse with double shots because they rely on pure burst.

By the way I learned recently that screening shell's main purpose is to shoot down ordnance. The fast reload is to support that.
 
Not exactly a "primary" use for frag's but, given the way NPC ships act at the moment, a pair of frag-turrets on a big ship make devastating defensive weapons.

I've found this to be especially effective on ships such as the T10 and Annie.

I had so much fun in my Type 10 Fragboat. Just a few lasers to bring targets close enough...
 
The weirdness happens whenever some circumstance causes one frag to fire and not another, they get all out of sync and some of your burst is lost. It's worse with double shots because they rely on pure burst.

By the way I learned recently that screening shell's main purpose is to shoot down ordnance. The fast reload is to support that.

There aren't any sync issues with pacifiers, unless your distributor is overtaxed or something.

Pacifiers are the best thing you filthy little fedrats ever came up with, I adore the 1.5KM range on them. ;-)
 
´o´ why so?

It depends, im still running 4 fixed legacy rapid fire frags on my FDL just because the DPS is even higher as double shot.

But its true, if you look for overall damage output over a longer period of time double shot or overcharged are more efficient.

I did some late night data plugging and this was the results

TL:DR Version for the DPS is:

Double Shot:376/105

Overcharged:423/95

High Capacity:277/94

Rapid Fire: 423/139 (Forgot this one, thanks Ashnak)

The number on the left is without reload and the number on the right is with reload and all have the screening shell special.
 
Last edited:
Meant to say...

The one thing I forgot about FC's is their lousy ammo-capacity.

I guess it's kind of like with Prismatic Shields; if you don't actually plan on getting into fights, they're a good thing to have in a fight.

FC turrets make a great defensive weapon for a trade-ship 'cos they'll probably just get used once or twice then you can dock and re-arm.
For a pukka combat ship, they're terrific for about 5 minutes and then they're just a waste of space... unless you have the mat's to reload them. A lot.
 
I did some late night data plugging and this was the results

TL:DR Version for the DPS is:

Double Shot:376/105

Overcharged:423/95

High Capacity:277/94

The number on the left is without reload and the number on the right is with reload and all have the screening shell special.

And that's why I still use double shot on my assassination boat, I need highest DPS over several reloads while I pump that pirate lord's Corvette full of lead before his wingmates can get through my shields. Ammo capacity is mostly irrelevant in that case, I can still chain at least three kill orders before I start to run out.
 
I did some late night data plugging and this was the results
....

You forgot Rapid Fire/Screening Shell: 423/139 :p

That reload time really makes a difference.

Back to the OP: get close. Closer. If the enemy just about fills the rounded brackets in your HUD, it's time to fire. Which is why I'm using 3 large frags (Pacifiers) on my Krait together with a couple of medium beams to get their attention (and handle small fry, up to Cobra, and occasionally for attrition wars when I run out of ammo).
 
Last edited:
Back
Top Bottom