Completely? Or does it like one of the mod on burst lasers where it only convert half the damage into thermal damage?
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.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."
From my experience, Incendiary Rounds convert 100% damage to thermal.
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.
Unless you're firing at something with a thermal-resistant shield, in which case what you've got isBasically yes. It's the silliest effect ever. Basically removes multicannons drawback.
But wouldn't it make the MC utterly bad against hull then?
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.
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
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.
Unless you're firing at something with a thermal-resistant shield