Class 3 Multi-Cannon spin up delay

Hey all,

So, I'm tinkering with another new ship (for me) this evening - the Type 10. As usual, I'm material poor, so I can't fully tune it, but I'm having fun with what I've done. Even G1 and G2 mods improve this ship a lot.

Playing with loadouts I have Gimballed Multi-Cannons in the C3 slots, with Gimballed Beam Lasers in all other slots. My plan is to make a ship that can drain shields fast - it does, even mostly unengineered - and then rip through the hull. It's this last bit it's not being so good at, but for an odd reason.

Basically, when I pull the secondary trigger to fire my Multi-Cannons, there's an excessive delay before they start firing. I've counted 100, 200, 300 (three seconds) and longer before they start firing at times. I've checked they're not in a reloading state of course, I've also ensured that the WEP Distributor capacitor has energy and the weapons aren't damaged, yet there's still this delay.

I've used smaller C1 and C2 Multi's a lot and the fire delay on those is present of course, but it's really short. I also have C4 Multi's on my Corvette, and they start firing almost immediately. Are the C3 Multi's just really poor at spinning up? It's compromising my build, especially against smaller ships, where you need to get some shots off quicking during the "joust", I don't like to reverski as it's a bit cheey.

Is this just how it is with C3 Multi's?

Cheers,

Scoob.
 
The longer delay seems to be intentional. It clearly states on the wiki page that class 3 multi-cannons have a "notably longer delay".
(paragraph 4)

You could try some ROF engineering, or just start firing that little bit earlier.
 
Yeah, that's basically what I'm doing, pressing the trigger before the Multi's have started tracking the target after a turn.

Edit: Cool, thanks for that @Trotsky2112

To be clear, I'm happy that this is by design and not some random quirk. There have been lots of random quirks during my time in ED, I'm glad this isn't one of them lol.

Scoob.
 
Last edited:
You can use the spin-up time to your advantage - sort of.

If you've got a ship with lasers and C3 MCs, you can stick 'em in the same FG and then, when you're attacking a ship's shield (or if it's just a small ship) you can just fire 2-3 second bursts and only your lasers will fire, thus conserving MC ammo'.

Oddly enough, it's my T10s where I use this technique most often 'cos they're mining ships so they've already got a bunch of FGs and it makes life easier to put all the weapons in one FG.
When I get scanned by an Eagle/Adder I can squeeze off short bursts to smoke 'em with lasers and when I get attacked by bigger ships I just hold the trigger down longer and the MCs kick-in too.
 
Back
Top Bottom