Are Frag Cannons any use whatsoever?

Thanks for all the replies guys.

Never knew frags were so loved.

Definitely looks like a fun thing to try out again.

From what I have gathered reading the replies and watching the videos:

  • Requires point blank shooting (or large surface area). Seemed very inefficient on shots from rear and/or at range.
  • Low ammunition capacity making them less suitable for bounty hunting in RES or Nav Beacons.
  • Excellent for small engagements, e.g. assassinations, killing off someone interdicting, PvP kills and so on where you don't need a lot of ammunition.
  • Seems to mostly shiny with Double Shot. Without double shot the effect somewhat less impressive.

Might try them in a wing if bounty hunting where less ammunition would be needed since we're multiple focused on same target. One blast per ship would be enough to "do your part" I suppose.
 
Thanks for all the replies guys.

Never knew frags were so loved.

Definitely looks like a fun thing to try out again.

From what I have gathered reading the replies and watching the videos:

  • Requires point blank shooting (or large surface area). Seemed very inefficient on shots from rear and/or at range.
  • Low ammunition capacity making them less suitable for bounty hunting in RES or Nav Beacons.
  • Excellent for small engagements, e.g. assassinations, killing off someone interdicting, PvP kills and so on where you don't need a lot of ammunition.
  • Seems to mostly shiny with Double Shot. Without double shot the effect somewhat less impressive.

Might try them in a wing if bounty hunting where less ammunition would be needed since we're multiple focused on same target. One blast per ship would be enough to "do your part" I suppose.
Double-shot burns through ammo too quickly for my taste. I highly recommend high-capacity, since it allows the frag cannon to be a practical PvE bounty farming weapon, and also gives it a big boost in sustained DPS (by virtue of reloading half as often, where reload time is the biggest limiting factor on DPS).
 
Thermal resist if running bi-weaves. HD if not.

Also, frags are kinetic, and if you mod them to thermal - well, I don't know what to say about that except you did it wrong.

I did say I was talking specifically about PVE where, let's face it, we're hardly talking about a fine line between winning and losing a fight. I'm well aware of how devastating frags are and that they're a kinetic weapon - the point is simply that you can afford to mess about with comedy builds for PVE and since NPCs don't typically have engineered shields the enormous thermal burst damage that incendiary frags do obliterate their shields in no time.
 
With frag rate of fire, does not high cap provide DPS boost very similar to double shot?
I still did not try it, as post 3.0 engineering is a bit too painful to me, still using legacy double shot ones, but on paper it looks like it is the case, as clip size is the same...
 
My impression of Frag Cannons is that they are the LBX cannons of Elite. If you like close-up infighting, you'll probably like using frag cannons.
 
For assassin missions or simply unloading as much damage as you can in a short space of time, double shot and screening shell are lovely. I made a hull tank autoshotgun FAS with these and had a fun, if quickly expended time with it.

Put twin Pacifiers on a Vulture and have Killer Confetti fun too!
 
First: Sorry for not reading back and just adding my few credits for the question ... but i am grabbing the 2 minutes between angry customers to write...

So... I use the Frags on my chieftain... the build is rather silly tho... it contains 2 small lasers, 1 small rapid fire minigun (Corrozive) + the two Large Flak Cannons... i mean Frag Cannons, and a drunk missile on the medium pod for slowing down the enemy. its a bit of a mess, but once my brain got used to it, its such a unique experience, zipping around in the Chieftain lazing and shotgunning down the shield of the target, while keeping it "slow" with bursts of rockets (extended magazine), and once the shield pops i switch firegroups and the size 1 minigun gives him corrozive.. the shotguns (double shot) remove his hitpoints and bam ... fun fun fun :) (Can be a pain against small ships tho)
 
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Frag cannons, especially the pacifier variant, are possibly my favorite weapons in the game. If you have access to engineering, make sure you get corrosive on your target- it makes a huge difference for frags when attacking hull.
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Hmm. Can you please explain why pacifiers would be preferable? I mean, i have half a dozen of them stored away, but i just can't see their point. In my perception pacifiers are somewhere in between regular frags and regular cannons. They give you somewhat more range than normal frags, at the price of some damage. So at really short range, the frag is better. Then there is a rather small gap, where the pacifier still brings the damage on target while the frags spread is too big. But by just increasing the distance a little more, the Pacifier also looses damage due to its spread, making the cannon the better choice then.
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So i see that there is an optimal range, where Pacifiers are the best, but it requires your ship to be fast and agile enough. But if your ship is fast and agile enough to keep the target in that range, it usually can also keep the target in range for regular frags.
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I haven't tried my Pacifiers for long, as i found them to be lacking. Is something of what i concluded wrong? What am i missing?
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This thread inspired me to use frag turrets on the medium hardpoints on my Corvette. (main firepower is fixed c4 overcharged multis or cannons, still deciding, and a fixed c3 efficient and two fixed c1 overcharged beams) I had previously used frags on my Assault ship (and for a bit a mostly-frag Corvette) and I really like them.

I am thinking of maybe trying out Drag Munitions on the turrets, and it'll probaby be a tossup between that or Pulse turrets with Scramble Spectrum.

One consistent doubt I'm having though is if I should change my "big ship" entirely to an Anaconda, so I can put 3x Pacifiers as my main weapon (supported via fixed long-range c4 beam), and then swap the cannons on my Krait for another three.

I'd have to pledge to Hudson and wait a while first, and I hate the idea that I have to do that before I can even try the item out.
 
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Hmm. Can you please explain why pacifiers would be preferable? I mean, i have half a dozen of them stored away, but i just can't see their point. In my perception pacifiers are somewhere in between regular frags and regular cannons. They give you somewhat more range than normal frags, at the price of some damage. So at really short range, the frag is better. Then there is a rather small gap, where the pacifier still brings the damage on target while the frags spread is too big. But by just increasing the distance a little more, the Pacifier also looses damage due to its spread, making the cannon the better choice then.
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So i see that there is an optimal range, where Pacifiers are the best, but it requires your ship to be fast and agile enough. But if your ship is fast and agile enough to keep the target in that range, it usually can also keep the target in range for regular frags.
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I haven't tried my Pacifiers for long, as i found them to be lacking. Is something of what i concluded wrong? What am i missing?
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Pacifiers have DRASTICALLY longer effective range than regular frags due to having both a significantly tighter spread, and a significantly higher projectile velocity. A regular frag can potentially do more damage, but your need to be practically ramming your target to do so. Tighter spread means you can hit with all your pellets from further away, and that far higher projectile velocity means you need way less lead to place your cluster correctly on a moving target.

When compared to a large fixed cannon, the pacifier does higher DPS, has more ammo, and has a slightly higher projectile velocity. Sure the cannon has no spread, but at the ranges the spread starts to become a problem, projectile velocity is already starting to be the limiting factor. In fact, the spread at these ranges can actually be helpful, since if your target changes course at longer range, your cannon shell may miss entirely, while the pacifier might still get a partial hit. Pacifiers also have a lower breach chance which may seem like a disadvantage, but is actually quite handy. Often when a ship is running low, a lot of your cannon shells will breach the hull and waste all their damage on some random module. The spread and lower breach chance of the pacifier allows it to keep doing hull damage, and actually finish the target off more quickly.

Finally, pacifiers take to engineering wonderfully. High-capacity gives you a lot of extra field endurance, and a much higher DPS. Most weapons have to choose between ammo or DPS when engineering, but frags can do both at the same time. Corrosive is also a really strong experimental effect, and just so happens to give frags a major damage boost vs. larger targets. Dazzle shell can do interesting things, and screening shell can give you downright disgusting sustained DPS. Incendiary shell gives you damage type flexibility, though I generally don't care for that experimental. Drag is extremely good- so good it should honestly probably be looked at by FDev.

Overall, pacifiers just kinda give you the best of both worlds between a frag and a cannon. Very powerful and versatile weapon that's a blast to use, and really shines with engineering.
 
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Oh my, I think I'll have to get my hands on some Pacifiers for my Chieftain. Then it'll loaded completely with PP weapons. Cytoscramblers for the shields, Pacifiers for the hull and Pack Hounds for whatever tries to run away. What a silly little ship.
 

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Well, that cinches it - been meaning to build a frag viper for a while.

Off to the engineers, then :)
 
Pacifiers have DRASTICALLY longer effective range than regular frags due to having both a significantly tighter spread, and a significantly higher projectile velocity.[...]
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Hmm, oki. I guess i haven't given those enough test time when i got them. Maybe i'll dig them out and give them another chance occasionally. Anyway, big thanks for the info.
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It's a toss-up between frags and shock cannons these days. Both do scandalous things to a single target in short order.

And then they're out of ammo.
 
Thanks for all the replies guys.

Never knew frags were so loved.

Definitely looks like a fun thing to try out again.

From what I have gathered reading the replies and watching the videos:

  • Requires point blank shooting (or large surface area). Seemed very inefficient on shots from rear and/or at range.
  • Low ammunition capacity making them less suitable for bounty hunting in RES or Nav Beacons.
  • Excellent for small engagements, e.g. assassinations, killing off someone interdicting, PvP kills and so on where you don't need a lot of ammunition.
  • Seems to mostly shiny with Double Shot. Without double shot the effect somewhat less impressive.

Might try them in a wing if bounty hunting where less ammunition would be needed since we're multiple focused on same target. One blast per ship would be enough to "do your part" I suppose.



I'm going this route on my new set:


With the new engineering system, Overcharged is the best way to go for frags now. You get more ammo than double shot and +70% damage. Just make sure you have Screening shell on em for that zippy reload speed!

EDSY confirms the above.
 
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