Best mod for Multi-cannon?

So im running with 5 multi cannons and 2 beams. My 2 beams are set i have them how i want them. Im having issues with my multi-cannons though. Obviously at least ONE of them is going to be corrosive. But the other 4 ... Auto loader is ... meh. Emissive munitions is just for missiles. (at least thats what im told please correct me if i am wrong) .... smart rounds ... stupid ... i dont have issues with friendly fire so ... no go. The only two i think are worth it (and honestly i think they still suck) are Incendiary rounds and thermal shock. Thermal shock seems like it is more of a PVP thing? ... Does the heat really work for the NPCS ... and the other one is the Incendiary rounds but my issue with that is it basically makes the multi cannons into lasers ... with ammo.

Thoughts/advice? ...

P.S. pretty sure im going to go with either Efficient or High capacity.
 
If I were running 5 multicannons, two of them would be incendiary, one of them would be corrosive and the other two would be autoloader.

I'm assuming this is a gunship. My MC gunship loadout would be 1 large corrosive MC, 2 medium incendiary MC (those three set to fire simultaneously), 2 medium railguns (super pen for module sniping and feedback for negating shield cells), and probably 2 long range beams in the small slots for small ships and tagging stuff in CZs (but you could put some small MCs in there is you really want, the ammo won't last long).

In fact, if you swap the MCs for plasma accelerators, that IS my FGS hardpoint setup. I tend to use MCs on small ships cos of their efficiency.

As for autoloader being meh, it's actually really OP, so if you're using the MCs as purely kinetic, one corrosive and all the rest autoloader.
 
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If I were running 5 multicannons, two of them would be incendiary, one of them would be corrosive and the other two would be autoloader.

I'm assuming this is a gunship. My MC gunship loadout would be 1 large corrosive MC, 2 medium incendiary MC (those three set to fire simultaneously), 2 medium railguns (super pen for module sniping and feedback for negating shield cells), and probably 2 long range beams in the small slots for small ships and tagging stuff in CZs (but you could put some small MCs in there is you really want, the ammo won't last long).

In fact, if you swap the MCs for plasma accelerators, that IS my FGS hardpoint setup. I tend to use MCs on small ships cos of their efficiency.

As for autoloader being meh, it's actually really OP, so if you're using the MCs as purely kinetic, one corrosive and all the rest autoloader.

Got an opinion on what regular mod to use? Like Efficent or sturdy etc?
 
If any of the multis is small, put the corrosive effect on it. Smalls hardly do any damage anyway so the %damage loss is not that big a deal, and the corrosive debuff is the same regardless of weapon size. Also smalls start firing earlier so the debuff will apply to the guns that deal the real damage.
 
OP do not use efficient multis-they already dont draw much on the distro or powerplant. I'd use g5 overcharged or hicap mod w/ autoloader or incendiary and 1 corrosive.
 
If any of the multis is small, put the corrosive effect on it. Smalls hardly do any damage anyway so the %damage loss is not that big a deal, and the corrosive debuff is the same regardless of weapon size. Also smalls start firing earlier so the debuff will apply to the guns that deal the real damage.

I thought that but I got frustrated with running out of the corrosive ammo, so I switched it to the large slot, you're right though it spins up faster, so for one on ones is ideal.

Got an opinion on what regular mod to use? Like Efficent or sturdy etc?

On a gunship overcharged all the way. On small ships efficient is good cos you can fire them literally forever. I run two efficient MCs and a railgun on my courier, simply cos the railgun is so juicy.
 
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For MC on my Gunship I use long range.
Because it increase the projectiles speed and i hit more.
I also have 2 medium and 2 small railguns and 1 corrosive MC and two incendiaires MC.
 
I thought that but I got frustrated with running out of the corrosive ammo, so I switched it to the large slot, you're right though it spins up faster, so for one on ones is ideal.

Couldn't you use High Capacity to offset the ammo loss for Corrosive?
 
Emissive munitions is just for missiles.
No. Certainly useful for missiles, but it is also useful for:
- gimballed weapons (the hotter the target appears, the better the tracking angle)
- fighting enemies with heatsinks (only marginally useful in PvE, but it'll stop you losing lock when they SCB+heatsink)
As with corrosive you don't really get any benefit from having more than one, and it can be a small one.

Incendiary does just turn your multicannons into lasers with ammo (but also much less distributor load than normal). Of course, you have two beam lasers already, so probably won't need this. Probably the least useful mod all round, though:
- in PvE NPC shields are fairly weak and kinetic damage will strip them quick enough anyway
- in PvP any serious target will have balanced or mostly-balanced resistances so you're just putting more thermal load on yourself.

Thermal shock is mostly useless in PvE - contrary to what you might hear, NPCs *are* affected by heat, but over the time it takes to just destroy one you'll do pretty miminal heat damage and they don't *panic* as a result. They don't boost or use SCBs enough in the first place for it to really cook or suppress them.

I would say either one corrosive, one emissive, three auto-loader, or the previously suggested one corrosive, four auto-loader.
 
In my very simplistic way of thinking about things i have chosen Rapid Fire with Auto loader.

Think about it, getting more hits onto a target surely is better than less hits but with a powerful shell?? Yes i am aware of ammo limits, but this is for the way i play and i always ensure i have plenty of Iron/Nickel (Think it is these 2 from memory) for synthesis.

In the end it is all about what works for you and you alone, as i build my ships for me and not for others!
 
No. Certainly useful for missiles, but it is also useful for:
- gimballed weapons (the hotter the target appears, the better the tracking angle)
- fighting enemies with heatsinks (only marginally useful in PvE, but it'll stop you losing lock when they SCB+heatsink)
As with corrosive you don't really get any benefit from having more than one, and it can be a small one.

Incendiary does just turn your multicannons into lasers with ammo (but also much less distributor load than normal). Of course, you have two beam lasers already, so probably won't need this. Probably the least useful mod all round, though:
- in PvE NPC shields are fairly weak and kinetic damage will strip them quick enough anyway
- in PvP any serious target will have balanced or mostly-balanced resistances so you're just putting more thermal load on yourself.

Thermal shock is mostly useless in PvE - contrary to what you might hear, NPCs *are* affected by heat, but over the time it takes to just destroy one you'll do pretty miminal heat damage and they don't *panic* as a result. They don't boost or use SCBs enough in the first place for it to really cook or suppress them.

I would say either one corrosive, one emissive, three auto-loader, or the previously suggested one corrosive, four auto-loader.

Top answer. OP, basically just listen to what this dude said.

I personally run one corrosive, one emissive and the remainder autoloader, unless I want thermal shock for PvP.
 
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I thought that but I got frustrated with running out of the corrosive ammo, so I switched it to the large slot, you're right though it spins up faster, so for one on ones is ideal.
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That's why my corrosive MC is modded for high capacity, while the overcharged ones run with autoloader.
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Which one runs dry always depends a bit on what i run and how the fight goes, but usually when my first MC runs dry in a RES, my other MCs also are below 200 rounds remaining, so the difference is not that bad and doesn't affect me too much.
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That's why my corrosive MC is modded for high capacity, while the overcharged ones run with autoloader.
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Which one runs dry always depends a bit on what i run and how the fight goes, but usually when my first MC runs dry in a RES, my other MCs also are below 200 rounds remaining, so the difference is not that bad and doesn't affect me too much.
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Cheers for sharing.
 
I used to run MCs with overcharged/autoloader, and incendiary/corrosive mix. My Anaconda and FDL still have the huge MC, with rapidfire and corrosive/incediary (the roll on the corrosive was stupendous, and I've never gotten one to match it and the special effect came with it, else it would not be corrosive).

I recently dropped all of my large and medium MCs for Frags and have not looked back. Initially I had the modded (forget which one) with incendiary. I had no lasers, so I would use the frags to take down the shields and then MC + Frags to do the rest. Last month, I switched my large frags to doubleshot + screening shell and these are much more powerful. The medium frags were doubleshot indendiary, but I've dropped those in favor of packhounds, because they're fun.

Frags!
 
I have an overcharged G5 C3 corrosive and two G4 high cap autoloader on my python as well as two G4 C3 efficient burst on top. It does the job very well in PvE. If I were to replace the burst lasers, I'd go with two C3 incendiary with whatever engineering grade I have in stock. Probably high-cap.
 
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