Thoughts on Frag Cannons for PVE.

Hi guys, What are your thoughts of putting a bunch of these for High Ext zones and bounty hunting? All of these would be in PVE. I would be putting them on a Challenger. Please let me know what you thing and if its better then MC.

Thanks


Hugo
 
I like them a lot for PVE too.
Pacifiers and gimballed regular frags are worth considering.

My Challenger is frags/rails.

https://s.orbis.zone/1tkn


For HiRES you might find yourself guilty of friendly fire occasionally due to the spread of regular frags.
 
I would engineer them for High Capacity since a big drawback to frags is the ammo goes quickly, which is a problem for extended bounty hunting. Gimballed can be useful depending on what other hardpoints you have. I like gimballed frags with PAs since I can focus on landing the PA shot, and just hit them with the gimballed frags on the flyby.
 
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Question to those that know: For regular Frags in PvE, Gimballed or Fixed on a more agile ship like the Chieftain?

Well despite what Indigo said above, I see gimballed recommended more often since the range frags work at isn't affected by chaff as much, and getting more pellets on target makes a big difference.

The gimballed frag Clipper is pretty common for example, and that's not a ship well suited to fixed.

For a Chief with the good convergence it's going to be a toss up I'd say.
 
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Well despite what Indigo said above, I see gimballed recommended more often since the range frags work at isn't affected by chaff as much, and getting more pellets on target makes a big difference.

The gimballed frag Clipper is pretty common for example, and that's not a ship well suited to fixed.

For a Chief with the good convergence it's going to be a toss up I'd say.

For a clipper the HPs being so off center in the first place makes sense for just about everything.

For the Alliance trio, that's where my doubt was. The have very central hardpoints.
 
I use Frags on most of my ships. I pair them with Lasers, and use the Frags as spike damage, when an effective hit becomes available. This set up gives me good time-on-station, letting the lasers keep the pressure on, while lining up for an optimal shot with the Frags. 180 shots can go a lot further, when you can conserve your shots.
 
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Great fun , more so with pacifiers for the extra range (reduced spread) but not the best for extended trips into a rez unless you max ammo engineer but then you lose the double shot which is very effective.

I usually made a couple of million per run then have to go back to station for ammo, if you are selective on targets to try maximise profits per ammo run.

Edit .. my favourite vulture build ran dual pacifiers with doubleshot, melts anything in pve quickly but never really did much pvp so cant really comment on that aspect.
 
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Situational.

As a rule for PvE I tend to favour the weapons with more ammo and sustainability for things like scenarios, CZs and RES hunting. If I'm running assassination missions, trading or doing activities that won't see me in combat for a long time I go with more powerful weapons with less ammo.

For example my engineered trade Type 9 and mining Beluga ships have engineered seeker missiles. They get the job done quickly and effectively in short engagements I can take a fighter if needed.

My Conda has engineered beams and multi cannons so can stay in combat long term making it ideal for long drawn out battles. With regards to Thargoid hunting I've not tried it yet properly but my Gunship has AX weapons and healing beams as I predict I'll need to help my wingmen.

My friend plays support Python he has beams that heal, has hull repair limpets and has missiles to help finish off targets. Most of his damage comes through lasers not ideal but having a support guy helps so much.

For PvP gimballed weapons are a big no no as easily countered by chaff and do less damage than their fixed counter parts. I'm sure people run a lot of the powerplay related weapons and PA's in PvP but it's been so long since I had a PvP fight who knows!
 
I am using my Anaconda in PVE with 3 thermal vent beam turrets and 5 fragment gun turrets. Overall it does not feel stronger than all multi cannoned, but the long range beams and the short range fragment guns work well together.
 
For a clipper the HPs being so off center in the first place makes sense for just about everything.

For the Alliance trio, that's where my doubt was. The have very central hardpoints.

Put it this way, the spread is wide enough with fixed regular frags that a lot of the pellets can miss even at fairly close range.
My TTK is lower with regular speed PAs.
Ymmv.
 
They're pretty good for assassination missions, but almost useless for anything else due to small ammo reserves.

This is commonly stated but I believe largely incorrect, due to the damage output.



This may be a bit of a surprise, but frag cannons actually have extremely respectable field endurance if you make sure you're using them correctly. If you multiply the single-shot damage by the total ammunition load, you get the following numbers. This is the total damage you can cause with each weapon system before needing to rearm:

Large FIXED multicannon: 3.925 * 2200 = 8635
Large FIXED frag: 4.57 * 12 * 183 = 10035.72 (the 12x multiplier is because each frag shot launches 12 pellets each doing the listed damage)
Huge FIXED multicannon: 4.625 * 2200 =10175

So a large fixed frag does fairly-nearly as much total damage as a huge fixed multicannon, and considerably more than a large fixed multicannon. Now consider that frags get a big DPS boost from high-capacity modding, while multicannons do not. Furthermore fixed frags are fairly practical to use, while fixed multicannons... not as much. Modded and used correctly, a frag cannon will allow you to substantially more total damage than amulticannon, and you'll probably be killing each target more quickly, too. They take more involved flying to make them work to their best, but why make a point of engaging in combat of you don't want to have to try at all?
 
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