Super Penetrator

Hello!

I am having a hard time finding the answer to this question, looking around the Interweb, so I thought I'd ask it here before I just do it. Sitting at Tod The Blaster now...

I have 2 Railguns on a Krait MKII and I am looking to place EXP effects on them. My main ENG effect for both is Long Range, I am want to go with Super Penetrator EXP, so my question is, do they stack in module damage if I place Super Penetrator EXP on both Rails, will TWO Super Penetrator Railguns do twice the module damage? You'd think it would, but best not to assume and ask the pros ;)

Thanks!
 
Yes, as long as they hit 😉

Might be a little tricky as the class 2's are either side of the cockpit.

Am currently engineering Pacifiers for the roof of mine, and looking at railguns/frags for the 2's.

Plan is to have massive alpha damage for haz rez hunting when I only have a short time to play, plus it could end up been quite good for a little PvP action.
 
Thanks! Then two Super Penetrators it is! Appreciated Pros! ;) UNLESS, one of you Pros would think it's better to go with one Super Penetrator and one Overcharged?
 
The thread was 9 minutes old too - I was disappointed, but I have to live up to my name! ;)



Don't feel bad mate, it's me who's the 12yr old in a middle aged man's costume! ;)
All good. Appreciate the reference. I liked it! Haha! So, whatcha think, one Super Penetrator and one Overcharged or two Super Penetrators for these Railguns? I am looking at that OC and liking that damage! I am torn!
 
Got 4 rails on my Corvette, two of them Imp Hammers (the ONLY good thing about the Empire).

Split them up, two Feedback Cascades and two Super Pens and they're long range. Good for pestering opponents through chaff. I've got them on a separate trigger as well.
 
Got 4 rails on my Corvette, two of them Imp Hammers (the ONLY good thing about the Empire).

Split them up, two Feedback Cascades and two Super Pens and they're long range. Good for pestering opponents through chaff. I've got them on a separate trigger as well.
I was thinking of Rails for my Vette but dear god, how would you ever get that Battleship on the bullseye? I went with OC Beams on the Huge and rest MCs
 
OK, I am just going with one Super Penetrator and one Overcharged. I might end up putting just one Rail on the dead center HP anyway and PA's on the two other tops HPs and MCs below.
 
You know, the Overcharged seems to be a little questionable. Yes, there is the +3 Damage but then you also get a +3 Damage Per Second, but yet, it's not a continuous fire weapon, it has a spin up time, which would nullify that "Damage Per Second". I am not sure why that's even a thing on a spin up weapon like Railguns. You'd think, or I would, that this would be the perfect effect for a Beam, MCs, something that's laying down a continuous stream of fire. Hmm.
 
You know, the Overcharged seems to be a little questionable. Yes, there is the +3 Damage but then you also get a +3 Damage Per Second, but yet, it's not a continuous fire weapon, it has a spin up time, which would nullify that "Damage Per Second". I am not sure why that's even a thing on a spin up weapon like Railguns. You'd think, or I would, that this would be the perfect effect for a Beam, MCs, something that's laying down a continuous stream of fire. Hmm.
DPS/damage per seconds calculates reload and spin up already in.

on a weapon firing once every 6 seconds, +3 dps means +18 dps per shot.
 
I was thinking of Rails for my Vette but dear god, how would you ever get that Battleship on the bullseye? I went with OC Beams on the Huge and rest MCs

Actually, the Corvette is quite stable, I use a Warthog stick which helps me aim. Also, since rails are pretty much instant hits regardless of distance, you don't have to stay on target but a split second. Usually start sniping the target as soon as the range closes below 5k. Look for the thruster flames and target just ahead of them.

You will hit significantly more than miss once you get a bit of practice.
 
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