Bug: Class 3 Fragment Cannons now fail to deploy.

I've thought about using rapid fire over overcharged frags too, but seeing that it depletes ammo twice as fast and I prefer to stay in battle longer, I went OC.
 
I've thought about using rapid fire over overcharged frags too, but seeing that it depletes ammo twice as fast and I prefer to stay in battle longer, I went OC.
I've tried all sorts of frags, and my conclusion was, that having them ready to fire at exactly the right moment wasted less ammo than the other combinations, where I tend to miss more shots even in the agile Vulture. I think it's very much up to fighting style, but I do recommend trying rapid fire and/or (and ;)) screening shell, just for the bam-bam-bam. If you start with one frag the difference will be quite obvious.

In all fairness, I also have a Vulture with beams, and I'm currently grinding combat rank for that triple elite (bucket list), and for that frags are simply too hungry.
 
Do you bring up the sub-targets window first, or you are just showing that to demonstrate the location?

Thanks for that info I think I'll try to build a ship similar to that.

The latter, I do not use the Target panel in practice; that image was specifically to show the module order. I have those two buttons for Cycle Previous Subsystem, one with each hand for twice the rate, and use those to target the Power Plant within one second or so.

Note that I do use the Contacts panel, for a few reasons:
  • It is sorted loosely by mass, therefore loosely by value.
  • It becomes very quick for skipping over non-Wanted contacts, especially when leaving known mining/trading vessels unidentified.
  • It remembers the highlighted contact, which can be used either for a fast target reset (clear subsystem or respond to chaff) or to enqueue your next bounty after your present target.
Take a look at Hunter if you are interested in a somewhat long guide for hunting that way.


I see you like frags and brawling like yours truly :alien: And as the other folks mentioned, great flying.

Personally, I prefer rapid fire + screening shell experimental. That decreases your reload time to 0.9 sec. It also causes 0.5 deg extra jitter, but frags are only efficient up close, where jitter becomes less of a problem. DPS is lower than overcharged, but the option to fire when in range, and keep firing almost continuously (bam-bam-bam) works rather well for me.

My frag Vulture has two such frags and frags are also very efficient against shields. The only thing I don't like about frags is the way they eat ammo, but an occasional trip to the shards, and exchanging mats at a trader, gives you plenty of mats for ammo synth.

I also have a T-10 with all HPs being incendiary frags, called Broadside. That is also useless in horizon until a fix, and in Odd it's pretty hungry when it comes to using mats, but it does kill even decent ships in one or two shots, and that incendiary firework makes me giggle.

Interesting idea; I have been using Inertial Impact in an attempt to morph Burst Lasers into behaving more like a Fragment Cannon conceptually, whereas that seems like the opposite effect. Initial prediction is less that I would mind the ammo expenditure and more that it may be too beholden to time-on-target than I would prefer, though either way I will test that out when I switch back over to Odyssey after my present stack of Horizons missions.
 
I have been using Inertial Impact in an attempt to morph Burst Lasers into behaving more like a Fragment Cannon...
So have I :) I bought five burst lasers for a Krait, but because a Krait is much less agile than the ships I normally fly, I went for Long Range + Inertial Impact. That is NOT! a good combo, but it taught me about jitter, and it taught me to engineer one weapon instead of all five of them 🤦‍♂️ Short Range + Inertial Impact makes much more sense, especially on agile ships, maybe even fixed instead of gimballed. Haven't tried that :unsure:
 
@Aleks Zuno
Just a quick follow up. I tried to buy a couple of burst lasers for my beam Vulture, and engineered them with short range + inertial impact. I also decided to go for fixed instead of gimballed. I normally prefer the latter, but because these are purely for brawling, I thought I might as well get the 20% extra dps. These ones have potential once I learn how to use them!!!

Thanks for the inspiration :alien: I love new stuff I haven't tried before, especially these days.
 
@Aleks Zuno
Just a quick follow up. I tried to buy a couple of burst lasers for my beam Vulture, and engineered them with short range + inertial impact. I also decided to go for fixed instead of gimballed. I normally prefer the latter, but because these are purely for brawling, I thought I might as well get the 20% extra dps. These ones have potential once I learn how to use them!!!

Thanks for the inspiration :alien: I love new stuff I haven't tried before, especially these days.

Sounds good to me, at least in that it will make better use of the Vulture agility and make its output around the best it can be. I was going to say to have at least one of those Burst Lasers as fixed, which is what I did on my science Mamba with a fixed class 3 on the same wing as a Cytoscrambler. The other wing has a gimbal version which can occasionally track smaller targets and strike a Power Plant, though the whole thing turned out to be quite a bit less refined than those Fragment Cannon strikes. More like a disorganised brawl, as you phrased it.

This sort of thing would indeed be more the realm of the Krait 2, were it not for the boost only accelerating approximately 75% of its medicore full speed, leaving it incapable of reversing its direction that way and demoted assuredly to the role of Odyssey dropship.
 
We have a handful of CG's active, wanted to take my frag Clipper for some pvp action and guess what?! C3 frag cannons aren't working! No surprise. Pretty guud job so far Frontier!
Next thing not working I'd like to see C5 FSD's, that would be awesome.
 
I assume they are still aware.
Find out tomorrow if EDH is dead for PC as well as allready dead on consoles, hopefully they announce PC move to EDO client only which is why no EDH bug fix has released at all as the EDH client is now dead on PC.
 
I've tried all sorts of frags, and my conclusion was, that having them ready to fire at exactly the right moment wasted less ammo than the other combinations, where I tend to miss more shots even in the agile Vulture. I think it's very much up to fighting style, but I do recommend trying rapid fire and/or (and ;)) screening shell, just for the bam-bam-bam. If you start with one frag the difference will be quite obvious.

In all fairness, I also have a Vulture with beams, and I'm currently grinding combat rank for that triple elite (bucket list), and for that frags are simply too hungry.
Realize that you may not have/be using Odyssey, but if you are, you can get your combat rank up fastest by just raiding settlements (NOT Ground CZs) on foot, due to a bug since July.

It took me 2 years to reach combat Elite (SLF pilots slowed that down) years ago. With this stupid bug, I hit Combat Elite 1 in six months. Meanwhile, had to grind the ground CZs (High Intensity) to get the Mercenary Rank to elite. It was fun, but watching the progression was tedious.
 
Realize that you may not have/be using Odyssey, but if you are, you can get your combat rank up fastest by just raiding settlements (NOT Ground CZs) on foot, due to a bug since July.

It took me 2 years to reach combat Elite (SLF pilots slowed that down) years ago. With this stupid bug, I hit Combat Elite 1 in six months. Meanwhile, had to grind the ground CZs (High Intensity) to get the Mercenary Rank to elite. It was fun, but watching the progression was tedious.
What bug is that? I could use a bit of boost to knock off the last 40% to get my last elite rank and the much coveted triple elite decal.
 
What bug is that? I could use a bit of boost to knock off the last 40% to get my last elite rank and the much coveted triple elite decal.
The bug where on-foot xp (save for in CZs) goes to Combat Rank, instead of Mercenary rank.

Originally, I just thought there was either a bug where settlement combat didn't give Merc rank OR none of the targets in settlements were high enough level to keep advancing my Merc rank. However, I noticed over that six month period that my Combat rank kept going up and up... faster than it ever did when I was actually trying to raise it.

The final proof was when I was hunting down the last two targets in a Raid Settlement mission. Soon as I killed one of them I immediately received the e-mail "Promotion to Combat Elite I".

You can read about the bug in this thread - https://forums.frontier.co.uk/threads/combat-rank-increasing-not-mercenary.584732/ - which started back in July of last year, but the issue has persisted and we've made more posts recently.

Sidenote: As I've finally hit Elite in Mercenary rank, I no longer care too much and am enjoying the easy ride to Combat Elite II (already 10-15% of the way there).
 
Realize that you may not have/be using Odyssey, but if you are, you can get your combat rank up fastest by just raiding settlements (NOT Ground CZs) on foot, due to a bug since July.

It took me 2 years to reach combat Elite (SLF pilots slowed that down) years ago. With this stupid bug, I hit Combat Elite 1 in six months. Meanwhile, had to grind the ground CZs (High Intensity) to get the Mercenary Rank to elite. It was fun, but watching the progression was tedious.
I go slow. It's the last elite I wan't. Playing in VR I don't really use the legs. I have done all my way to dangerous currently sort of ~80% towards elite at that CNB one jump from Jameson. One bounty at a time, sometimes a wing or two, just to spice things up. I also use the CNB to harvest manufactured mats for engineering, and I've engineered a little. Unless something new and shiny comes up, combat rank is one of the last things on my bucket list. And Beagle Point and beyond :alien:
 
As of 3308-05-04, Class 3 Fragment Cannons are still unusable and have been so for 50 days.

As I mentioned, I took some time to test Burst Lasers with Inertial Impact as a possible Horizons stand-in. By no means was it a replacement, though it turned out to be at least acceptable enough to complete a full docket of Wing missions. The WEP capacitor must be treated in a similar manner to reloading, and it is quite susceptible to overheating without budgeting yet more WEP power for Thermal Vent.

Brief Horizons footage of a typical kill with it:

I still have the class 1 Fragment Cannon for the Corrosive effect. The Burst Lasers do not detonate the Power plant quite as reliably as with the Fragment Cannons, but it can happen, and they give good hull damage progress otherwise.

As a special treat for WeComeInPeace—I said I would try Rapid Fire with Screening Shell, and so I did:

This is back to Odyssey, of course. It certainly makes grapples quite entertaining, though for me I would comment that using Rapid Fire serves mostly as a reminder why I used harder-hitting modifications originally. It works, but ultimately I prefer that one volley is enough for the most part, nullifying the reload disadvantage.

So much is that the case, I am considering at least changing Drag munitions for Oversized, committing to that single-volley plan more fully. I have tried double Oversized, though I suspect that the Thermal damage from Incendiary rounds was helping to balance the damage types, so I am thinking to keep Pepper around for that.

The middle-option is to use the Overcharged modification, but with Screening Shell to hasten the reload. This seems to have its moments, but generally it breaches my usual system of committing to one plan only. Go either for fastest reload to address that problem directly, or for highest damage to reduce those occasions where a reload is needed, not something mediocre in between.
 
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As of 3308-05-04, Class 3 Fragment Cannons are still unusable and have been so for 50 days.

As I mentioned, I took some time to test Burst Lasers with Inertial Impact as a possible Horizons stand-in. By no means was it a replacement, though it turned out to be at least acceptable enough to complete a full docket of Wing missions. The WEP capacitor must be treated in a similar manner to reloading, and it is quite susceptible to overheating without budgeting yet more WEP power for Thermal Vent.

Brief Horizons footage of a typical kill with it:

I still have the class 1 Fragment Cannon for the Corrosive effect. The Burst Lasers do not detonate the Power plant quite as reliably as with the Fragment Cannons, but it can happen, and they give good hull damage progress otherwise.

As a special treat for WeComeInPeace—I said I would try Rapid Fire with Screening Shell, and so I did:

This is back to Odyssey, of course. It certainly makes grapples quite entertaining, though for me I would comment that using Rapid Fire serves mostly as a reminder why I used harder-hitting modifications originally. It works, but ultimately I prefer that one volley is enough for the most part, nullifying the reload disadvantage.

So much is that the case, I am considering at least changing Drag munitions for Oversized, committing to that single-volley plan more fully. I have tried double Oversized, though I suspect that the Thermal damage from Incendiary rounds was helping to balance the damage types, so I am thinking to keep Pepper around for that.

The middle-option is to use the Overcharged modification, but with Screening Shell to hasten the reload. This seems to have its moments, but generally it breaches my usual system of committing to one plan only. Go either for fastest reload to address that problem directly, or for highest damage to reduce those occasions where a reload is needed, not something mediocre in between.
How in the heck are you able to kill so fast is beyond me. I can see it but I don't think I can switch fire groups that fast or aim that well.
 
How in the heck are you able to kill so fast is beyond me. I can see it but I don't think I can switch fire groups that fast or aim that well.

My usual arrangement is to stab the shield down, perhaps finish the shield with the class 4 Beam Laser and the Cytoscrambler*, then it is Fragment Cannons to the power plant. I have a 4-way button under my thumb, of which two directions are set to cycle fire groups forward and back. For following a target, the single most important idea to implement is boosting with the landing gear deployed, using your laterals during the boost, and retracting the landing gear when the boost expires.

* A class 1 Rail Gun is also a good option, which I had in my 3306 loadout. That works quite well if the Fragment Cannons and the Rail Gun all have the same trigger, then you can tap for a Fragment Cannon shot and hold to follow it with a Rail Gun shot. Tap-tap-hold gives a full volley followed with the Rail Gun.
 
For following a target, the single most important idea to implement is boosting with the landing gear deployed, using your laterals during the boost, and retracting the landing gear when the boost expires.
I do not understand this. What does boosting with landing gear do? And what does using laterals during the boost do?
 
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