Best weapon to disable modules

I've been trying to pirate some NPC's but having some difficulty with disabling ships without destroying. I have 3 fixed C3 beams and 2 C2 PAs. I tried using a single beam in a fire group for module disabling, but still seem to explode ships too often. Also tried a gimmbel cannon in place of one of the beams in a single group, but not crazy about the fire rate. Should I be using the C2 weapons for this? What's a good tactic for disabling prey ? or maybe just takes more practice. Trying to get angles on them can be a pain.. I'm in a python, so maybe should get a cobra for it.. BTW - I did manage to get my first couple of low temp diamond hauls (25 tons total) last night... about 1.2mil worth!
 
I'm very successfull with 2x large gimbaled beamlasers efficient g5 on the top side of my Python. Pulses would work also, with emissive munition mod even better.
I target the powerplant and with some trigger discipline i can always shut it down without destroying my target. Most annoying enemies in this scenario are DBX's and everything with rank below expert. They just die too fast.
I've equipped also 1 packhound mount to strip PD's if i can't take down PP (DBX's -.-') so that i can still use hatchbreakers during the target stays mobile.

Do NEVER fire multicannons with corrosive shell mod. Do NEVER use frags, PA's or fixed weapons like railguns. You want to be fast and successfull, also the target should survive! Even the ones that have the skill to take out a PP with fixed weapons...against NPC's for pirating it just takes too much time and cops show up or the target goes high-wake. Railguns are very likely to kill the targets with the last shot due to overkill.

Piercing is the most important stat where you should pay attention. Class 3 thermal weapons are the best choice for that because if they pierce, they damage the module and don't damage the hull. Even if they don't pierce and hit the hull, most NPC's use only up to military grade armor which has higher resist against thermal weapons than kinetic. Missing the module with a lasor is lesser worse than missing with a canon! The chance that they are survive is much higher than with kinetic weapons like the canon.

There is a huge difference in choose of weapons if you wish that your target survives (long enough...) than if you just need a clean kill ;)
 
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Railguns are very likely to kill the targets with the last shot due to overkill.

In my experience this is simple not true. My Pirate Python has a singe rail/Imp hammer and it is perfect for module sniping. Gimbals once engineered have too much jitter on for my liking so i prefer to use fixed. ANY weapon you use against Modules will blow up the ship if you go OTT with it.
 
I'm very successfull with 2x large gimbaled beamlasers efficient g5 on the top side of my Python. Pulses would work also, with emissive munition mod even better.
I target the powerplant and with some trigger discipline i can always shut it down without destroying my target. Most annoying enemies in this scenario are DBX's and everything with rank below expert. They just die too fast.
I've equipped also 1 packhound mount to strip PD's if i can't take down PP (DBX's -.-') so that i can still use hatchbreakers during the target stays mobile.

Do NEVER fire multicannons with corrosive shell mod. Do NEVER use frags, PA's or fixed weapons like railguns. You want to be fast and successfull, also the target should survive! Even the ones that have the skill to take out a PP with fixed weapons...against NPC's for pirating it just takes too much time and cops show up or the target goes high-wake. Railguns are very likely to kill the targets with the last shot due to overkill.

Piercing is the most important stat where you should pay attention. Class 3 thermal weapons are the best choice for that because if they pierce, they damage the module and don't damage the hull. Even if they don't pierce and hit the hull, most NPC's use only up to military grade armor which has higher resist against thermal weapons than kinetic. Missing the module with a lasor is lesser worse than missing with a canon! The chance that they are survive is much higher than with kinetic weapons like the canon.

There is a huge difference in choose of weapons if you wish that your target survives (long enough...) than if you just need a clean kill ;)

Why not use the corrosive shell mod? will the target die to fast? what about thermal shells?
 
I use three c3 Pulse which are all Engineered for efficiency for no other reason than I am a bit of a neat freak and the idea of an inefficient weapon makes me itch. One of my Pulse has emissive rounds (Interesting story. This was my first ever Engineered weapon and I got the special effect on my first ever roll.) Another has scramble spectrum.

I find they strip shields and knock out a T7 powerplant in 6 or 8 blasts. They also work very well on engines.

Corrosive weapons seem to do too much hull damage. Remember the goal is to whack the module not the whole ship.
 
amongst others, i mainly use Rail Gun and Imperial hammer engineered G5 with Super penetrator. does the job very well.

I haven't used that before but am looking to build one into a different ship. How do you deal with the lag on a rolling target? Is it much of an issue?
 
Well until 2.4 the best is thargoids emp but you have to know some people to get it.

Seriously: the best weapon to disable internals would be gimbaled multi cannons or high yield cannons unless you're a good shot with railguns, want to disable outer ones like weapons then go with missiles
 
different ships have power plant located in different place. learn to know were modules you are targeting are located on each ship. trying to go through the ship to the target will destroy the ship.
anna it is located on top. so if its a anna try keeping on top. failing that take a hatch breaker.
python its located underneath.
it doesn't really matter what weapons you use. its how you use them!
choose the path of least resistance.
 
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I had a good run pirating LTDs with a Cobra Mk4 sporting medium frags and small railguns. No shields, no engineering, just trying it out. Frags drop the shields and rails snipe the power plant, limpets break the hatch and scoop up the loot. Cheap option for going after soft targets around Asp size. I did the technique of interdicting them and letting them jump into an anarchy system then following and reinterdicting to avoid a police response, the CM4 is too slow to deal with one. Also gives you time to scoop the goods at leisure or kill the target if they reboot and try to attack. I chose the Mk4 over the Mk3 primarily because of hardpoint layout, tight convergence lets you get much closer to the target to maximise frag effectiveness and minimise rail misses that could pop the target early.
I don't like multicannons or lasers for this sort of work as they're too inaccurate and not penetrative enough to avoid causing too much hull damage before disabling modules. On cargo ships and miners in particular you need precision and penetration if you want to get anything from them, so railguns and a steady hand are essential. The poor turn rates of the CM4 are actually an advantage in that regard.
 
In my experience this is simple not true. My Pirate Python has a singe rail/Imp hammer and it is perfect for module sniping. Gimbals once engineered have too much jitter on for my liking so i prefer to use fixed. ANY weapon you use against Modules will blow up the ship if you go OTT with it.

Everyone has different experience.
But as i said, module sniping with fixed weapons isn't easy and takes more time than gimbaleds which is not good at all. The only mod that increase Jitter on engineered weapons is the rapid fire one (oh and kinetic impact special on bursts).
But emissive munition on Pulse lasers REDUCE jitter due to better target signature ;)
And yes, trigger discipline is necessary to not blow up the target.

Why not use the corrosive shell mod? will the target die to fast? what about thermal shells?

Yes corrosive shell doubles all damage to Hull from all sources. In this case we don't intend the destruction of the target but only disabling it. So keeping the Hull at high hitpoints while hammering modules is the most important goal here.
Every weapons hurting Hull very good are very bad at this task. Since hull has higher resistance against thermal weapons (except reactive surface composite) thermal weapons with high piercing rate are the way to go for.
To name it: Pulse lasers! At best one with emmisive munition special. This one keeps the Hull at high hitpoints when missing but still hammers away the module integrity ;)

I have seriously no idea how good or bad incendiary rounds on multicannons are at this task. I've didn't tryed them since i've had most success with pulses and beams compared to kinetic weapons.

I haven't used that before but am looking to build one into a different ship. How do you deal with the lag on a rolling target? Is it much of an issue?

Railguns have a joker at this point. Their piercing is so good, it doesn't matter from which angle you hit the target as long as you aim PERFECTLY onto the module (little blue box, it does some kind of "lock on") you will hit the module in most cases, even if the enemy is facing you.
But i had the bad experience that if you fire those rails, especially imperial hammers, at a <10% powerplant, the target dies in half of all cases. That's not what we want.
Most players don't have enough skill to use them this good and even if they have the skill, it takes at least twice the time than gimbaled pulses would need to do the job.
Speed is important here ;)

I just can't recommand them myself! Just my opinion...
 
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In my experience this is simple not true. My Pirate Python has a singe rail/Imp hammer and it is perfect for module sniping. Gimbals once engineered have too much jitter on for my liking so i prefer to use fixed. ANY weapon you use against Modules will blow up the ship if you go OTT with it.

Correct and if my memory serves me it is also important to note the attitude of the target ship in relation to the module you are trying to snipe.

Shooting through whole bunch of other stuff to hit (for example) the powerplant does more damage to the ship and less to the actual target module.
 
Are module-disabeling weapons even working on NPCs? I am using Winters fixed Pulselasers, but never seen an NPC beeing influenced by them :( On players they are working just fine, causing noticeable confusion xD
 
Are module-disabeling weapons even working on NPCs? I am using Winters fixed Pulselasers, but never seen an NPC beeing influenced by them :( On players they are working just fine, causing noticeable confusion xD


Can confirm weapons do disable modules...


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