Do incendiary rounds turn a kinetic gun into laser gun?

Completely? Or does it like one of the mod on burst lasers where it only convert half the damage into thermal damage?
 
I'm currently running 2 C1 MC incindiary and 1 corrosive in the smalls on my aChief.

I've read mixed reports on full or half conversion, but I do prefer them over lasers for shield stripping.

Plus when the shields are down it seems I get some good penetration for module sniping, so in my experience you kinda end up with a pulse laser with high piercing value that takes ammo.

So, I dunno, I point my ship at bad guys and they melt rather quickly.
 
Completely? Or does it like one of the mod on burst lasers where it only convert half the damage into thermal damage?

The description on the effect says "converting a large portion to thermal." A large portion, not all. Whether it's half or more (or less) isn't clear, but it's definitely not "completely."
 
The description on the effect says "converting a large portion to thermal." A large portion, not all. Whether it's half or more (or less) isn't clear, but it's definitely not "completely."
Yeah but that's so vague, however the reason I made this thread is because even 3rd party sites like edshipyard do not even list the kinetic-thermal transformation on the stats spreadsheets.

So it's quite a mystery.

Anyway nice to hear that they melts enemies fast, but are they equal or better than modded lasers? Because they already have ammo disadvantage.
 
Maybe Incendiary Rounds in the 34th Century behave like their 21st Century counterparts - a majority of damage is in thermal, normally after the initial penetration (kinetic) of the round into the target. I can't see them turning into lasers as lasers should have zero kinetic energy.
 
From my experience, Incendiary Rounds convert 100% damage to thermal.

If that’s true then an Overcharged multicannon with Incendiary Rounds must be one of the fastest, if not THE fastest, shield stripper in the game - at least gimballed and if we rule out Overcharged beam lasers. Hmmm... wondering if Overcharged beam lasers are actually doable with Thermal Vent, although beating your distributor, but I have never heard of anyone using that configuration? Most go with Long Range or Efficient.
 
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They make them pure thermal.

Compared with a pulse laser:
- less ammo
- more heat
+ much less distro draw (even when overcharged, still better than an efficient pulse)
+ more range and much better damage falloff

Compared with a beam laser
- less ammo
- slightly less DPS (but you'd probably mod the multicannon for overcharged, and the beam for efficient, which cancels this out)
+ less heat
+ so much less distro draw
+ more range and much better damage falloff
 
I am running a full setup of MC incendiary/short blast on my Cobra 3.

Very good, but still not enough DPS to overcome Cutter/Corvette SCB when doing wing assassination mission solo.
 
They make them pure thermal.

Compared with a pulse laser:
- less ammo
- more heat
+ much less distro draw (even when overcharged, still better than an efficient pulse)
+ more range and much better damage falloff

Compared with a beam laser
- less ammo
- slightly less DPS (but you'd probably mod the multicannon for overcharged, and the beam for efficient, which cancels this out)
+ less heat
+ so much less distro draw
+ more range and much better damage falloff

Basically yes. It's the silliest effect ever. Basically removes multicannons drawback.

But wouldn't it make the MC utterly bad against hull then?
 
Basically yes. It's the silliest effect ever. Basically removes multicannons drawback.
Unless you're firing at something with a thermal-resistant shield, in which case what you've got is
- a normal multicannon
- except it has 3 times the heat generation
- and you can't put a more useful special on it like auto-loader, emissive, or corrosive

It's only useful in PvE because the few NPCs which have engineered builds don't have particularly sensible engineered builds ... in PvP it's worse than nothing.
 
But wouldn't it make the MC utterly bad against hull then?

Not really, thermal damage is still decent against hulls and modules and when you mix in a corrosive and an autoloader you add a lot of kinetic dps AND increase the effectiveness of the incendiary rounds vs hull (due to corrosive debuff). MCs are far and away the best dpe weapons in the game.
 
Okay, so I equipped a chieftain with 6 G2 oc multicannons, 5 incendiary and one corrosive (on the medium one)... I tried it out against a deadly pirate corvette but I don't feel the 5 incendiary multicannons was dealing 60+ dps worth of damage to it's shield, it didn't feel those cannons were doing the triple amount of shield dps compared to a twin medium long range beams on my fdl (2x10 shield dps with no falloff, I engaged mostly below 2 km so below the damage falloff of multicannon)

Pretty sure the 5 cannons did better but certainly not triple+ better.

So now I don't think incendiary convert all damage to thermal.

Not sure if it by design or bug.
 
If that’s true then an Overcharged multicannon with Incendiary Rounds must be one of the fastest, if not THE fastest, shield stripper in the game - at least gimballed and if we rule out Overcharged beam lasers. Hmmm... wondering if Overcharged beam lasers are actually doable with Thermal Vent, although beating your distributor, but I have never heard of anyone using that configuration? Most go with Long Range or Efficient.

The main problem with overcharged beams is not thermal load or even distributor draw, but damage falloff. Any overcharged beam has better DPS than long-range only until 1300 meters. That's why you go for long-range lasers on Big 3 and T10. Medium ships are better with efficient lasers - they usually have no trouble with distance (so damage falloff is less of a problem), but their weapon capacitors aren't big enough to power long-range lasers (not to mention overcharged).
 
Compared with a beam laser
- less ammo
- slightly less DPS (but you'd probably mod the multicannon for overcharged, and the beam for efficient, which cancels this out)
+ less heat
+ so much less distro draw
+ more range and much better damage falloff


Thermal vent special works well enough to drop heat to 0.
I use it in place of heat sinks.
 
Okay, so I equipped a chieftain with 6 G2 oc multicannons, 5 incendiary and one corrosive (on the medium one)... I tried it out against a deadly pirate corvette but I don't feel the 5 incendiary multicannons was dealing 60+ dps worth of damage to it's shield, it didn't feel those cannons were doing the triple amount of shield dps compared to a twin medium long range beams on my fdl (2x10 shield dps with no falloff, I engaged mostly below 2 km so below the damage falloff of multicannon)

Pretty sure the 5 cannons did better but certainly not triple+ better.

So now I don't think incendiary convert all damage to thermal.

Not sure if it by design or bug.

I'm glad you did this test. Your build is very close to my Chieftain weapons. I put the corrosive/emissive on the small MCs. So 3 of my biggest MCs are Efficient/incendiary (L,L,M,S) and they strip shields faster than anything else.
 
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