A question about how incendiary rounds effect multi-cannon performance.

I know that the incendiary round special effect is supposed to increase damage and convert a large portion of damage to thermal, according to its description. However, when I was engineering my class 4 gimbaled multi-cannon for my almost all laser Anaconda, which originally rolled with the thermal shock modifier, I noticed that paying for the switch to incendiary rounds before finalizing did not change the +4% damage stat shown despite what special effect was applied. Additionally, after finalizing the mod and looking in outfitting at the detail description, the damage stat compared to an un-engineered version was still +4%. So is the increase in damage from the special effect hidden from the stats page? I also noticed in outfitting the damage type changed from kinetic only to thermal only, so does the incendiary round special effect make the whole thing less effective against hull? I ask if the effect makes it weaker versus hull as I was using the multi-cannon for hull damage after my lasers took out enemy shields and would prefer to use the multi-cannon mostly for hull damage. Or does the possibly hidden increase in damage make up for the damage lost due to hull's typical resistance to thermal damage?

TLDR:
Question 1: Is the damage increase from the incendiary round special effect hidden from the outfitting stats?
Question 2: Does the incendiary rounds special effect make a multi-cannon less useful for hull damage?
Question 3: If the answer to questions 2 and 3 are yes, does the increased damage offset the damage lost from hull's resistance to thermal damage?
 
Question 1: There is no direct damage increase from incendiary. It actually decreases damage by reducing the fire rate by 5%. Some engineering descriptions are unfortunately out of date like this.
Question 2: Yes, incendiary MCs deal less damage to hulls than regular kinetic ones, at least against NPCs. Players are likely to have balanced resistances and take roughly equal damage from either type.
Question 3: No, because of question 1's answer.

Basically, consider incendiary if you're going to be using MCs against shields as well as hulls. Something like auto loader (except for one with corrosive of course, and maybe one with emissive if you're using gimbals/turrets) is a better bet if you're bringing lasers for shields and only using MCs for hulls.
 
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Basically, consider incendiary if you're going to be using MCs against shields as well as hulls. Something like auto loader (except for one with corrosive of course, and maybe one with emissive if you're using gimbals/turrets) is a better bet if you're bringing lasers for shields and only using MCs for hulls.
Why emissive is better for gimbals/turrets? I thought this effect just increases the detection potential of your sensors on the targeted ship at long ranges. Does it do something else?
 
Why emissive is better for gimbals/turrets? I thought this effect just increases the detection potential of your sensors on the targeted ship at long ranges. Does it do something else?

The width of the gimbal tracking cone depends on how "good" your sensor lock is. Emissive makes the target more visible to your sensors, and subsequently widens the gimbal tracking cone in many cases.

Now that you mention it, I'm actually not certain it does anything for turrets. So take that part with a grain of salt.
 
The width of the gimbal tracking cone depends on how "good" your sensor lock is. Emissive makes the target more visible to your sensors, and subsequently widens the gimbal tracking cone in many cases.

Now that you mention it, I'm actually not certain it does anything for turrets. So take that part with a grain of salt.
Good to know, thanks.
Yet, as for me, this munition is too weak comparing to other alternatives. What I would like to get from it is some sort of counteraction to the chaff effects (shortening its duration or weakening stagger amplitude). But, well... if only for the sake of variety.
 
Hi CMDRs
Personally I do not know any specific figures but can only speak from experience.
I ended up re-engineering my Huge Multi-Cannon from Incendiary to Rapid Fire.
Like you I thought SOME of the Damage was converted into Thermal.
But what was ultimately happening was MOST of the Damage was thermal and the Total damage was reduced as well.
Now with Rapid Fire and Corrosion I have seen perhaps a 40% increase in Damage to most NPCs Hulls and Armor.
I would suggest Thermal only for those Commanders that ONLY have Multi-Cannons to better penetrate Shields.
 
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