Engineers Corrosive ammunition

I just searched the forum for corrosive ammunition info, none to be had, I was wondering if anyone had obtained it. I just got it from Tod but haven't tried it out yet, I've got to get some platinum for another MC upgrade so I'm not going to try it for now. I've had emissive for some time but I really can't judge any effects from that one.

Question: If you have an experimental effect ammo, do you keep the ammo if you go for another upgrade within the same group, say high capacity? Do you lose it? :rolleyes:Hmm...

"Culture Series"
Iain Banks
 
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Just try it, seems to be very effective (but no exact numbers available). It temporary weakens target armour hardness, so all your other weapons also benefit from it, and difference seem to be very noticable.
 
Just try it, seems to be very effective (but no exact numbers available). It temporary weakens target armour hardness, so all your other weapons also benefit from it, and difference seem to be very noticable.



I engaged an interdicting Imperial Courier but just with my MC's as my last point had a mining laser on it. It wasn't an elite, maybe a competent. and it lasted a good while. I think if I would had had my 3c beam it would have been different. On a different note but related to the Courier's interdiction, that was one of the 23 interdictions I underwent over two sessions of several hours each, 17 elites, 3 deadlies and 3 lesser lights. I killed two of the elites. This was before the corrosive.

They need to tone down this interdiction thing, I'd like to finish something that I start for once without constant interruptions.
 
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I engaged an Imperial Courier but just with my MC's as my last point had a mining laser on it. It wasn't an elite, maybe a competent. and it lasted a good while. I think if I would had had my 3c beam it would have been different. On a different note but related to the Courier's interdiction, that was one of my 23 interdictions I underwent over two sessions of several hours each, 17 elites, 3 deadlies and 3 lesser lights. I killed two of the elites. This was before the corrosive.
I used mine on FAS, 1 large corrosive MC, and 3 fixed beams 1 large and 2 medium.
From what i've seen hull damage is noticably higher overall with corrosive MC than with regular one (no damage upgrade on those MC, its lightweight mount 1 or something like that).
Courier is probably bad test subject because its main defence is shield, and corrosive shell is only effective against hull.
 
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I just searched the forum for corrosive ammunition info, none to be had, I was wondering if anyone had obtained it. I just got it from Tod but haven't tried it out yet, I've got to get some platinum for another MC upgrade so I'm not going to try it for now. I've had emissive for some time but I really can't judge any effects from that one.

I was wondering this myself as we have very little information about the specific effects other than any direct changes to weapon stats that are listed on the outfitting screen (and this does not list the specific effects themselves). I tried to see if there was any official info on how these work and I came across was a discussion thread from the 2.1 beta where a dev described how the corrosive rounds work. Apparently corrosive applies a damage resistance debuff where the corrosive effect increases all hull damage to the target by 25% for several seconds, so it is quite potent once shields are down, but the effect does not stack with itself so there's not much point to having more than one corrosive multicannon per loadout (unless your multicannons have poor convergence and you often have only one of them hit the target). Better to use other special effects or even just leave them as regular multicannons as the corrosive mod reduces total ammo capacity. I had initially set my python up with two corrosive and one incendiary C3 multicannons before I found out that the corrosive effect doesn't stack and now I run two incendiary and one corrosive instead. I use the incendiary multicannons to take shields down and add in the corrosive rounds when shields drop. The extra thermal damage plus the corrosive effects combine together to chew threw hull pretty quickly so I'm pretty happy with this setup so far.

Question: If you have an experimental effect ammo, do you keep the ammo if you go for another upgrade within the same group, say high capacity? Do you lose it? :rolleyes:Hmm...

When applying a new modification all of the previous mod and experimental effects are gone. So I am waiting until the favors come out to select experimental mod effects in 2.1.2 before I replace any of my current multicannon rounds, because I don't want to lose the special effects as they are quite useful for my playstyle which emphasise high alpha damage.
 
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I've got access to Tod the Blaster, but not seen the corrosive ammo for muti cannon.
Is a grade 4 unlock or something?
 
I've got access to Tod the Blaster, but not seen the corrosive ammo for muti cannon.
Is a grade 4 unlock or something?

It's an experimental mod effect that can be added to any of the multicannon mods but is a rare event (6-10% chance of an experimental effect depending on grade). At this point there is no way to choose which experimental mod you get if you do get one but they are going to add a feature in the 2.1.2 patch that will allow you to choose the effect by using a "favor" that reduces your rep with the engineer. At this point my experimental effects are all on grade 1 mods as those were the only ones I could get enough mats for to roll over and over until I got the experimental mods I wanted, but eventually if I can choose an experimental effects I might replace some of these with higher grade mods but ONLY if I can ensure I get the same experimental effect.
 
That's an interesting build, I had given up on railguns after they added the annoying lag-delay to them but plasma slug mod would really change them quite a bit as you could take more shots without worrying about the limited ammo. I'm tempted to give this build a try although at the moment my Python's class 2 hardpoints are fitted for beam turrets as this helps me keep consistent fire on smaller fighters. Swapping them out for class 2 railguns would definitely improve my damage against larger ships, assuming I can be bothered to farm all the mats to try for the plasma slug mods. I might wait until 2.1.2 drops to use favors to get the right mods because at this point I am tired of farming for grade 1 mods and rolling literally 100 times to get a mod I want.

As a side point, I think I've seen some of your videos before, didn't you post one where you put 5 plasma accelerators onto a dropship and obliterated clippers at some point? That was pretty hilarious, I've been a huge fan of plasma weapons due to the high alpha damage when used accurately although I've stopped using them since 1.6/2.1 launched because the NPCs move too fast to reliably target their subsystems. Rails have a high enough shot speed that they might make a sniper build viable again if they aren't ammo dependent.

My only real issue with some of these builds is that the drop rate for some of the very rare mats makes it take too long to get a grade 5 with the effect you want, mostly because of the limited amounts of modified embedded firmware. Even WITH favors to select the specific mod you're looking at a LOT of firmware to get the rolls so it's not really viable at the moment. Hopefully this will change with 2.1.2 depending on how they handle favors and if they change the drop rate for some of the very rare firmware mats.
 
Corrosive ammo effect doesn't stack, so you need only one MC with this mod.
The best and fastest way to get mods - sturdy mount grade 1. 2 nickels + 1 vanadium.
 
Corrosive ammo effect doesn't stack, so you need only one MC with this mod.
The best and fastest way to get mods - sturdy mount grade 1. 2 nickels + 1 vanadium.

Yeah the sturdy mount grind is how I got the incendiary/corrosive mods on my class 3 multis, I am just so tired of grinding all that nickel and vanadium that I am not sure it is worth it going for the plasma railgun slugs before 2.1.2 launches with the favors to choose the upgrades. I haven't found a way of grinding nickel and vanadium that gets me better than 15-20 vanadium or 30-40 nickel per hour with the SRV, which is basically 2-3 hours to grind enough for 100 rolls which is what you need on average to get a specific mod to drop. So that's maybe 5-6 hours of grind to try for the railgun mods. I tried mining asteroids and collecting the mats with limpets just for the purposes of collecting vanadium/nickel but this was actually slower than the SRV so I've taken a break from that and I'm flying around modding other stuff instead. I'm pretty happy with the 2 incendiary + 1 corrosive class 3's so far although after seeing the video I am very tempted to go back and grind again because we have no idea when 2.1.2 will launch with the favors.
 
Are the effects cumulative? eg: If you fit corrosive rounds to a second multi-cannon, are you wasting your time? Would you be best using an alternative effect for it instead?
 
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Are the effects cumulative? eg: If you fit corrosive rounds to a second multi-cannon, are you wasting your time? Would you be best using an alternative effect for it instead?
This information is readily available through a quick search engine query, but no -- the effects aren't cumulative. Stick corrosive on a small hardpoint and use different experimental effects for every other weapon you have.
 
This information is readily available through a quick search engine query, but no -- the effects aren't cumulative. Stick corrosive on a small hardpoint and use different experimental effects for every other weapon you have.

Ta... I did Google before btw. And in fact that's how I found this thread.
 
All you need is a single hardpoint with it, the effect is not stackable, unlike incendiary rounds; put it on your weakest hardpoint and it will do the job.
 
All you need is a single hardpoint with it, the effect is not stackable, unlike incendiary rounds; put it on your weakest hardpoint and it will do the job.
Well, this is for my python with dual class 2 multi-cannons. So I was going to lvl 5 overcharge them both with corrosive on one of them. I was considering incendiary on the other, but the description implies a large amount of its damage is converted to heat? I'd want to retain its effectiveness against hull though?

If I were to compare a lvl5 OC multi-cannon with no effect with another with incendiary? Would they do about the same hull damage? Or would the incendiary versin being doing significantly less?
 
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Well, this is for my python with dual class 2 multi-cannons. So I was going to lvl 5 overcharge them both with corrosive on one of them. I was considering incendiary on the other, but the description implies a large amount of its damage is converted to heat? I'd want to retain its effectiveness against hull though?

If I were to compare a lvl5 OC multi-cannon with no effect with another with incendiary? Would they do about the same hull damage? Or would the incendiary versin being doing significantly less?
Incendiary will do more damage than no effect, but it will build up heat quicker on your ship. Having more than one MC with corrosive ammo is redundant.
 
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