Engineers Anyone find any neat weapon modification combos?

I'm just curious what some of your weapon mod combos are, if you'd like to share something that surprised you, or you think is really cool. :)

I've gotten pretty far along modding my python, I'm really happy with the way most turned out, and I have a few level 3 and 4 mods that are going to be hard for a level 5 to beat , because they turned out so good. I've only had to re roll, or try again on a couple.

I'm modding my python first, getting each engineer to level 5, or as high as needed for the mod I want, and then will mod other ships as I feel like it.

I'm going the "fast recharge" distributor route, that sacrifices weapon, system, engine capacity for a greater recharge. I have 2 large gimballed 3e pulse lasers and 2 medium pulse 2f gimballed pulse lasers on my top hard points. I went with overcharged lasers on my large, and efficient lasers on my mediums. They make for a nice combo. I have them modded to level 3 so far. They do draw down the distributor, but nothing unreasonable at all, and the fast recharge makes up for it. My distributor is modded to level 3, but I got an excellent roll on it, my weapons, system and engine all recharge at a 11.7% faster rate.

I use a 3c gimballed multi cannon under the bow, I have it modded to level 3 efficient weapon, and I got an excellent roll on that as well. I rolled -20.9% power draw, -18% distributor draw and -46.4% thermal load(that was a special bonus added). The great thing is, when I have to let my lasers "cool down" to refill my weapons, I can fire my multi cannon constant, and my weapons capacity still refills/regens at a great rate. I was really surprised that it was refilling like it did without letting up on the MC. So basically what I do is, if my lasers draw down my weapons capacity, I switch to multi cannon, and fire away with it while it refills.

So so that's what I stumbled on so far. Like I said, if you get a great turnout for a level 3 or 4 mod, it's going to be hard to beat unless you get an excellent level 5. I'm not one to keep "re rolling" a bunch either, so it's good to know you can get great results mid level.

I never have hit any "special effects" on my weapons in that mini game you do. If anyone else has some neat weapon mods they've stumbled on, I'd like to hear them. :)
 
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I got an efficient weapon mod for the FAS top large hardpoint, combined with over charged PD it will fire all day. Replaced the 3C beam laser with a plasma cannon, and OMG it's wrecking face.
 
the best weapons combo is full "Incendiary" "overcharged" Multicanon, put them everywhere. They are by very far the most brutal, efficient and reliable weapon. They are ultra effective against shields, hull and modules, doesn't require no power or distributor.

just forget about the rest.
 
I would have one single mc with corrosive rounds to increase hull damage taken, but all else overcharged incendiaries.
 
Sadly as the other posters have mentioned, a weapon having all of the bonuses and able to ignore all the drawbacks just makes it vastly better than what its compared against, so overcharged multi-cannons are absolutely the best.

I do have a scatter burst laser i'm fond of though with the kinetic mod, It has terrible Jitter but it does great damage for having no damage mod associated with it.
 

Deleted member 38366

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I got that "Concordant Sequence" (the one that can recharge a Wingman's Shields).... on a Turret Burst Laser
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The other one I lost because the Eingineer Screens don't tell which weapon has which effect when it comes to re-rolls.
 
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the best weapons combo is full "Incendiary" "overcharged" Multicanon, put them everywhere. They are by very far the most brutal, efficient and reliable weapon. They are ultra effective against shields, hull and modules, doesn't require no power or distributor.

just forget about the rest.

Yeah, this or the same with all Thermal Shock.

It doesn't help that lasers don't even have grade 5 modification blueprints (what were the devs thinking?).
 
Is there some kind of trick to getting the effect you want, or even landing on an effect? Or does it just take a lot of rolls and re rolls to get them just right? I haven't hit any yet, it seems like I'm always stopping right next to the bonus rectangle.
 
Yeah, this or the same with all Thermal Shock.

It doesn't help that lasers don't even have grade 5 modification blueprints (what were the devs thinking?).

At first I would say because it would be too good. Then you look at rank 5 class 4 multi cannons... then I don't know after that.
 
Is there some kind of trick to getting the effect you want, or even landing on an effect? Or does it just take a lot of rolls and re rolls to get them just right? I haven't hit any yet, it seems like I'm always stopping right next to the bonus rectangle.
You can spend favors (ranks) to get your effect of choice. 2 favors to select it, or 1 favor to modify it if you manage to roll any special effect.
 
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I roll with a corvette with kinetic setup:

2x huge multicannons and 1x large multicannon, all grade 5 overcharged w. incendiary ammo (for the big damage)
2x medium multicannon turrets with increased ammo capacity and thermal shock (for the annoyance factor)
1x small multicannon turret with increased ammo and corrosive shell (damage multiplier for the big guns)
1x small frag turret with increased ammo and drag munitions (used only against small ships to slow them down)

Can fire forever with 4-1-1 pips
 
Post-roll, there is an "ADJUST" option in the top right corner of the special effect window at the bottom. You can burn rep levels and add any effect you want.

My Python has two C2 Beam turrets with Lightweight plus the heat based damage mod, they do about 12 DPS apiece and I use to work on shields. Then I have 3 C3 MC all with overcharge, two with corrosive, one with incendiary. The two corrosive do 30 dps and the incendiary does 34. Corrosive is a debuff on target and Incendiary is + damage and some Kinetic -> Thermal making MC better against shields meaning if the target has shield banks I can over-whelm them with Turrets plus MC if I have to.

I can honestly say, when you also add the +30% damage from the Synthesis Boost, the total DPS against the hull when I light up the multi-cannons is ridiculous, especially at close range. I'm talking dangerous FDLs and FASs going down in literally seconds. All three cannons doing 94*1.3 + (whatever corrosive mod gives) DPS is crazy. You can literally see NPC's panic and try to escape when their hull starts dropping so fast. They are dead before they can turn around.
 
Post-roll, there is an "ADJUST" option in the top right corner of the special effect window at the bottom. You can burn rep levels and add any effect you want.

My Python has two C2 Beam turrets with Lightweight plus the heat based damage mod, they do about 12 DPS apiece and I use to work on shields. Then I have 3 C3 MC all with overcharge, two with corrosive, one with incendiary. The two corrosive do 30 dps and the incendiary does 34. Corrosive is a debuff on target and Incendiary is + damage and some Kinetic -> Thermal making MC better against shields meaning if the target has shield banks I can over-whelm them with Turrets plus MC if I have to.

I can honestly say, when you also add the +30% damage from the Synthesis Boost, the total DPS against the hull when I light up the multi-cannons is ridiculous, especially at close range. I'm talking dangerous FDLs and FASs going down in literally seconds. All three cannons doing 94*1.3 + (whatever corrosive mod gives) DPS is crazy. You can literally see NPC's panic and try to escape when their hull starts dropping so fast. They are dead before they can turn around.

My Python loadout is almost exactly the same, with the only exception being my underslung C3 as a C3 Pulse laser with scramble spectrum mod. The pulse is fun because I can often get a lucky roll in on a fleeing enemy, causing his thrusters to malfunction just when he is trying to flee... It's always fun to watch an NPC squirm as he spins aimlessly in the void, whilst my twinbeam-twin multi-cannon-pulse laser onslaught literally melts his hull to slag in seconds... mmmm, nom nom nom:D
 
I have 3 fully modded FdLs:

1. Quad pulse w huge Multicannon (all humbled)
This is a true PvE murder weapon of the highest order. Near nonstop firing, no heat issues, and excellent firing arcs. I use 2 overcharged pulse with phase sequence, 1 efficient pulse with phase sequence, 1 efficient pulse with scramble spectrum and 1 huge overcharged multicannon with corrosive rounds.

2. Quad multicannon w huge beam (all gimbled)
Not as good as the configure above but alpha strike shields like nothing else. Overheats like crazy so fire discipline essential. Fire arc not optimal especially the beam. I use 2 high capacity multicannons with incendiary rounds, 1 high capacity multi with corrosive rounds, 1 overcharged multi with thermal shock and a huge beam with thermal vent.

3. Quad rails w huge pulse
PvP fun. Rail guns with short range and plasma slugs (no ammo limit). The trick is to roll good secondary effects to keep the heat low. 1 huge pulse with thermal shock.
 
I have 3 fully modded FdLs:

3. Quad rails w huge pulse
PvP fun. Rail guns with short range and plasma slugs (no ammo limit). The trick is to roll good secondary effects to keep the heat low. 1 huge pulse with thermal shock.

WHAAAT!!!!!!???!!! :eek: How did I not know this existed until now?!... Just checked INARA and it's true. Hot damn!!! Brb, going off to change my Clipper loadout...

Thank you, good sir! You're doing the Lord's work:D
 
the best weapons combo is full "Incendiary" "overcharged" Multicanon, put them everywhere. They are by very far the most brutal, efficient and reliable weapon. They are ultra effective against shields, hull and modules, doesn't require no power or distributor.

just forget about the rest.

So, do you think we lost variety due to one clearly superior experimental effect?

Wow... could this be the actual reason why FD initially intended to use purely random special effects? For the sake of variety and commanders using all sorts of weapon layouts? Sounds reasonable and fun!
Why did they change this plausible design?
Must have been because of something happening in the forum... I really can not remember precisely ... :(
 
Overcharged Multicannon G5 with Incendiary Rounds (2xH, 2xM, 1xL) and 2 Overcharged Multis G5 with Corrosive shell that i fire as soon as enemy shield is down. I really love the combo.
 
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I run two C4 Multis (Overcharged grade 4 with Incendiary rounds) 2 medium beams (Short range and Thermal vent) and a small multi (Light weight with Corrosive rounds). The small is just there to de-buff the enemy.. The beams work amazingly to keep the heat down when firing for long periods. All in all, this build has worked better (for me) than any other one I've used.
 
Here's what you do to dish out maximum damage on a corvette. You buy:

A huge multicannon.
A huge multicannon.
A large multicannon.
A medium multicannon.
A medium multicannon.
A small multicannon.
And a small multicannon.

Then you overcharge them rank 5. Incendiary rounds and corrosives included.
 
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