Ship Builds & Load Outs Best ship weapon that can deal damage to both shield and hull

As the title says. I been wondering if there is a ship weapon that is best to deal damage to shield and hull. Like, if you have a ship that in theory only have a single hardpoint, then what weapon would be best to get that is able to deal with shield and hull.

I know, as I understand it, themeral seems to deal better shield damage, but not that well on hull, while kinetic does the opposite. I also know weapons like plasma accelerator can petty much deal with both too. But that needs some kind of skill to use effectively. I also know in the end DPS has a say in things too. Like if you have 8 multi cannons firing, the it will overload the target's shield and them shred the hull.

That is more TL;DR of it. But if there is more detail needed, then:

It is more I playing in my head with an idea of building two ships for more towards combat bonds (Like the conflict zones). I had tried to enter such one and choosed a side, only to have the enemy do a chaos formation into a neat one, like that one episode from Battlestar Galactica (2004 tv series) and begin to unload their hate on me.

I thinking on either a small pad ship and/or a medium pad ship, where I will try at first to focus more on it to be able to tank with both shield and armour as to try to offset my terrible pilot skills. Those ended up being FDL and Vulture.

The problem, which leads to this question, is that Vulture only have two large hardpoints. I know that I could put a thermal and a kinetic on those two. But I rather not try to get cross eyed as to have one that fires in straight line and one that needs to be lead to the target. I could put two plasma accelerators instead, but I would like some kind of back up, that my monkey battle stressed brain can default into, as I would need to learn those weapons.

So, I dont know if there is any weapons that is good at both shield damage and hull damage. I wouldnt care if it is a weapon that isnt even that good. And before someone ask, I rather not go into the larger ships for this kind of build, as I know they can be alot more tankier then the medium and smaller ships. But I would like to be able to land on an outpost station, while also wouldnt need to worry about a huge rebuy cost.
 
So, I dont know if there is any weapons that is good at both shield damage and hull damage.
Frag cannons?

Shields technically resist their kinetic damage a fair bit, but they do so much kinetic damage at point-blank range that NPCs (generally having fairly weak shields) usually don't last long anyway.
(You can always engineer one of the pair for Incendiary if you find the shields are still lasting too long, and then you've got a thermal and a kinetic weapon which have identical targeting)
 
Frag cannons?

Shields technically resist their kinetic damage a fair bit, but they do so much kinetic damage at point-blank range that NPCs (generally having fairly weak shields) usually don't last long anyway.
(You can always engineer one of the pair for Incendiary if you find the shields are still lasting too long, and then you've got a thermal and a kinetic weapon which have identical targeting)
Icing on the cake: use Pacifiers. Real fun on a Vulture.
 
Multi-cannons (Overcharged with Incendiary Ammunition experiment) are a one shop, shoot all weapon built this way. Just to add more damage by having one corrosive experiment on one of them. It will shred NPC shields, and they'll never have shields back up while you're focusing on them. You will dice up their hull too. Not many people use this combination but it's rather elegant and effective.
 
Icing on the cake: use Pacifiers. Real fun on a Vulture.
I am so looking forward to them. Working on the PP rank to get them at the moment, only thirteen ranks left 🤞 . I'm kind of converted to Frags and now feel weirdly dissatisfied when using something else.

On the topic: I run mine with what I believe is the classic combination of overcharged/incendiary with one overcharged/corrosive and one overcharged/drag, so so the shields go "poof" really quickly, and the hull doesn't last much longer either. So if you're good with the hit & run approach you need to do with Frags, they are devastating to both shields and hull.
 
Best weapon for both shields and hull, I think, it depends.

With one single hardpoint, I would go for

Huge: Beams
Large: Pacifiers
Medium and Small: OC incendiary MCs


More practical view when regarding the different ships and the their practical time on target:

In a Corvette: 2 Huge beams, they melt shields, break armor.

In all other nimble ships with at least 2 large hardpoints: Pacifiers

In all other ships: incendiary OC MCs
 
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classic combination of overcharged/incendiary
The discussion on Pacifiers is mixed:

overcharged: maximum damage per absolute ammo count
double shot: maximum damage per trigger pulls
rapid fire: maximum sustained DPS - especially in the combo with screening shell, which further reduces reload time

For the usual mission running with hit-and-run approach on a small number of targets before I can dock for reloading, I prefer rapid fire/screening shell. Yes, they are less efficient against shields. Who cares. The sheer raw DPS overrides these considerations.
For anything that requires staying power, I prefer beams + plasma (I can't hit anything with rails). Or, if you can get them and fly a sufficiently agile ship, Cytoscramblers. Useless against hull, but they only take up a small hardpoint.
 
The discussion on Pacifiers is mixed:

overcharged: maximum damage per absolute ammo count
double shot: maximum damage per trigger pulls
rapid fire: maximum sustained DPS - especially in the combo with screening shell, which further reduces reload time

For the usual mission running with hit-and-run approach on a small number of targets before I can dock for reloading, I prefer rapid fire/screening shell. Yes, they are less efficient against shields. Who cares. The sheer raw DPS overrides these considerations.
For anything that requires staying power, I prefer beams + plasma (I can't hit anything with rails). Or, if you can get them and fly a sufficiently agile ship, Cytoscramblers. Useless against hull, but they only take up a small hardpoint.
Interesting. I think we can agree that Frags are, in any way, shape or form, OP :D. The big flaw in my plan might also be that I overlooked that Pacifiers only come in large... maybe it is time to do a Pacifier Vulture once I got them.
 
FWIW - Very simple. I have a Vulture with two large (fixed) Beam lasers, engineered efficient with thermal vent. I wasn't sure how good they'd be against hull, but it turns out they eat pirate lords for breakfast! I'm talking about pirate lords in Federal Corvettes, sometimes with the help of system authority, sometimes not.
 
FWIW - Very simple. I have a Vulture with two large (fixed) Beam lasers, engineered efficient with thermal vent. I wasn't sure how good they'd be against hull, but it turns out they eat pirate lords for breakfast! I'm talking about pirate lords in Federal Corvettes, sometimes with the help of system authority, sometimes not.
Efficient TV works, kind of, but is the worst possible combination. TV works based on the thermal vent of the weapon, and an efficient beam generates the least heat of all engineering mods. My beams are all overcharged (except the ones for Thargoids, which are LR, but that is a different application). Which is of course harder on the PP and the distro.
 
Efficient TV works, kind of, but is the worst possible combination.

Maybe so, but what I like about this combination is how it ices the ship out when in use (and hitting the target). Sustained accurate fire with the beams makes my ships go so frosty I believe it has a masking effect against the AI, a cloaking effect, as it were. The low draw of the efficient beams lets the ship get that much colder when these weapons are firing. Which in turn increases survivability. This is especially useful on ships like my Vulture, where I'm mixing it up at very close range, enemies swarming about, yet no counter fire is coming. Against wings it seems very effective.
 
While I'm not a combat expert nor have experience with most weapons in the game, I believe that gimballed multi-cannons are the easiest type of weapon that deal a pretty decent amount of damage. They pretty much require no combat skill at all: Just keep the trigger pressed and roughly aim at the enemy, and they will do the rest for you.

Definitely apply the "auto loader" experimental to them.
 
While I'm not a combat expert nor have experience with most weapons in the game, I believe that gimballed multi-cannons are the easiest type of weapon that deal a pretty decent amount of damage. They pretty much require no combat skill at all: Just keep the trigger pressed and roughly aim at the enemy, and they will do the rest for you.

Definitely apply the "auto loader" experimental to them.
if you want to effective with an all-MC setup, you might want to have a mix of experimentals, depending on how many hardpoints you have. One or two incendiary ones to deal with shields upfront, and one corrosive to weaken the hull. On a Krait, for example, I will bring two large overcharged incenduary, one large and one medium overcharged ovesized, and one medium overcharged corrosive. Auto loader is convenient, but especially on the larger NPC ships, having nothing that does thermal damage is a drag and drains your ammo way too fast.
 
indeed, it converts large portions of the damage to thermal. I am not sure how much, the game doesn't give a number. But incendiary MCs work much, much better against shields than pure kinetic ones. In general, shields are susceptable to thermal damage, while hull is sensitive to kinetic damage.
 
indeed, it converts large portions of the damage to thermal. I am not sure how much, the game doesn't give a number. But incendiary MCs work much, much better against shields than pure kinetic ones. In general, shields are susceptable to thermal damage, while hull is sensitive to kinetic damage.
I guessing the reason for MCs with incendiary effect works that much better is before of their DPS? As I explained on here as well, I had seen other commanders using MCs, which can and will rip through shields. I even have that as well on few of my ships, while paired up with puls lasers
 
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