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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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.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.
I prefer long range. I use fixed cannons, and the faster travel time makes aiming much easier.
Sadly fixed can't work on a clipper, but they might be very suitable for my cobra and courier.
Are cannons worst against shields than multi cannons? Iv dropped FDL shields with multis quite often, I figured cannons would be similar.
Can anyone report on whether rapidfire cannons are any good?
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.
Which engineer mod do you prefer for cannons, overcharged, long range or other? I notice long range increases shot speed up to 100%.
You pretty much will never drop the shields on a pvp fdl with cannons. Not gonna happen.
Can anyone report on whether rapidfire cannons are any good?
Yes they do...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?
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.)