Cannons, long range or overcharged?

Which engineer mod do you prefer for cannons, overcharged, long range or other? I notice long range increases shot speed up to 100%.
 
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I've used both on my Corvette. I prefer OC for PvP, but I found PvE a little easier with the LR. The increased shot speed is very handy for hitting faster, nimbler ships.
 
They would be mostly PvP and gimbled as they're on a clipper. On a related note would two large OC cannons with force shell be able to send an FDL spinning? I assume a couple thermal cascade would be useful for shields too.
 
They would be mostly PvP and gimbled as they're on a clipper. On a related note would two large OC cannons with force shell be able to send an FDL spinning? I assume a couple thermal cascade would be useful for shields too.
Short answer, no. It knocks the ship slightly and briefly out of alignment. I'd suggest Long range as you will hit more often and only one with force shell. You pretty much will never drop the shields on a pvp fdl with cannons. Not gonna happen.
 
Short answer, no. It knocks the ship slightly and briefly out of alignment. I'd suggest Long range as you will hit more often and only one with force shell. You pretty much will never drop the shields on a pvp fdl with cannons. Not gonna happen.

Are cannons worst against shields than multi cannons? Iv dropped FDL shields with multis quite often, I figured cannons would be similar.
 
Sadly fixed can't work on a clipper, but they might be very suitable for my cobra and courier.

You still might get utility out of the improved muzzle velocity. I felt that gimballed cannons were pretty inaccurate, and LR should still help.

I've only extensively used cannons on the ventral mounts on the anaconda or corvette. They were weapons of opportunity, so you might be planning to use them more extensively.

I can't remember what secondaries LR came with, but OC seems to have pretty bad primary effects. The low distributor draw of a cannon is one of its best features. And the reload time is slow enough without lowering the magazine capacity.
 
Any comments on putting 4x Class 1 cannons on an ASP, grade 5 LR with high yield special effect?

Idea is for a Pirate ASP (PvP and PvE target). I want to bring shields down fast (2x Cl 2 Pulse), then use the 4 cannons to target PP to neutralize target while i steal cargo?

Comments on build anyone?

PS. Added.... Intention is not to kill target, just bring PP down and steal % of Cargo!!
 
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Any comments on putting 4x Class 1 cannons on an ASP, grade 5 LR with high yield special effect?

Idea is for a Pirate ASP (PvP and PvE target). I want to bring shields down fast (2x Cl 2 Pulse), then use the 4 cannons to target PP to neutralize target while i steal cargo?

Comments on build anyone?

PS. Added.... Intention is not to kill target, just bring PP down and steal % of Cargo!!

Have not tried it on the Asp, But built an FAS that works very well....
https://eddp.co/u/ek7JMNTF (note the engineering on the build are the best setup) as we can no-longer export the data. but it gives you the idea.
 
Have not tried it on the Asp, But built an FAS that works very well....
https://eddp.co/u/ek7JMNTF (note the engineering on the build are the best setup) as we can no-longer export the data. but it gives you the idea.

Thats a very neat Pirate build. I may try that instead/as well as the ASP! I presume the 3 cannons tackle the targeted PP very quickly?
 
Which engineer mod do you prefer for cannons, overcharged, long range or other? I notice long range increases shot speed up to 100%.

Personally I have abandoned all other cannon variants for long range because my 1v1 PvP game plan pretty much always revolves around hitting the other guy more than he hits me. I find that with long range cannons I actually do more damage and use less synthesis than with other (ostensibly more damaging) variants because I hit more.

You pretty much will never drop the shields on a pvp fdl with cannons. Not gonna happen.

My Courier nowadays usually has a mix of cannons and multis. I expect to take about 20 to 25 mins to kill an apex-build, seriously flown, PvP FdL or FAS, or get them to run away or concede. Obviously if I had more or bigger guns it would be quicker. 20 mins is a grind but that's how 1v1 PvP is nowadays.

Although effective cannons DPS is slightly lower than with multis, there isn't too much difference. The main problem is that cannons require far more synthesis than multis.

Can anyone report on whether rapidfire cannons are any good?

Subject to the point made above about accuracy they can be good but they are most hideously demanding of synthesis. Like, you will need your own Type-9 supply vessel following you around carrying your ammo.

Because of the additional jitter they are best used up close.

If you check out my PvP YouTube channel here ...

https://www.youtube.com/channel/UCv1zfoWSxsJZxXQ1iYcxmIA

... you can find a vid called, "Cmdr Potty Mouth has to sit on the Cosmic Naughty Step" in which you can see how effective my three rapid fire cannons are against a rather cheeky Vulture. (Note that I'm not going to link the vid directly because, self-explanatory by title, I was addressed in a way inappropriate to these forums.)
 
I agree with Truesilver. The speed increase on long-range is a night and day difference for effectiveness.
Though I'm still a bit disappointed with them overall. I have a mix of thermal cascade and high yield, and really expected a bigger punch from them.
Really wish the force shell wasn't nerfed, as I think that would be fun to use. :)
 
I like how the huge fixed cannon gets 9km range with lvl 5 Long range mod. You can shoot ships near stations from outside the no-fire Zone. Haven't tried, but must be fun.
 
Thats a very neat Pirate build. I may try that instead/as well as the ASP! I presume the 3 cannons tackle the targeted PP very quickly?
Yes they do... :) But on smaller / medium ships be careful, as one hit from all 3 can destroy the ship.
 
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Personally I have abandoned all other cannon variants for long range because my 1v1 PvP game plan pretty much always revolves around hitting the other guy more than he hits me. I find that with long range cannons I actually do more damage and use less synthesis than with other (ostensibly more damaging) variants because I hit more.



My Courier nowadays usually has a mix of cannons and multis. I expect to take about 20 to 25 mins to kill an apex-build, seriously flown, PvP FdL or FAS, or get them to run away or concede. Obviously if I had more or bigger guns it would be quicker. 20 mins is a grind but that's how 1v1 PvP is nowadays.

Although effective cannons DPS is slightly lower than with multis, there isn't too much difference. The main problem is that cannons require far more synthesis than multis.



Subject to the point made above about accuracy they can be good but they are most hideously demanding of synthesis. Like, you will need your own Type-9 supply vessel following you around carrying your ammo.

Because of the additional jitter they are best used up close.

If you check out my PvP YouTube channel here ...

https://www.youtube.com/channel/UCv1zfoWSxsJZxXQ1iYcxmIA

... you can find a vid called, "Cmdr Potty Mouth has to sit on the Cosmic Naughty Step" in which you can see how effective my three rapid fire cannons are against a rather cheeky Vulture. (Note that I'm not going to link the vid directly because, self-explanatory by title, I was addressed in a way inappropriate to these forums.)

Yeah I'm not too hot on relying on synthesis so I tend to have my cannons for either force shell (great fun fighting near rocks) or sometimes a mix of that one that does explosive damage and dispersal field (but mostly I love force shell) and yes, I always use long range for the same reason you mentioned; you hit more often. Also, at G5 LR you start getting it on par (or better) with multicannon projectile velocity. This makes it much easier to use in conjunction with other weapon types.
My FAS has one up top (lForce Shell) but on bottom I have a pair of plasmas (Large and medium) with a single dumbfire missile (Pen Rounds).
The plasmas are G5 efficient. They hit nicely and have some good effects (TLB and Dispersal in this build). The cannon is great fun to knock the opponent about in a variety of ways (mostly you're just nudging them). The dumbfire Penetrator missiles do heavy damage once shields are down.
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