Engineers Does corrosive ammunition effect stack?

That is if i will have 2 small multicannons with corrosive ammunition, and both will hit the target, will target get higher debuff on resistances or not?
 
Well, i used it myself back in 2.1 beta, but never properly tested it. So i wonder how exactly mechanics for this ammunition works.
 
That is if i will have 2 small multicannons with corrosive ammunition, and both will hit the target, will target get higher debuff on resistances or not?
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The answer can be found directly in a posting on the beta forum: https://forums.frontier.co.uk/showt...ngineer-Blueprint-Balance-Adjustments-UPDATED
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The interesting part for you reads as this:
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Corrosive Shells:
This is a special that is a bit of a non-choice as it is very effective but has no scaling with size/number. We’re not making changes right now, but we are looking at adding some kind of scaling here.
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As that's directly from Mark Allen, i guess there's not much more to add. :)
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Nice, thx.
Need to figure out though what special effect to pick for second small MC
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Depends. You also want to shoot when the target still has shields up? Then go incendiary.
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If you find that you sometimes loose track of the target despite being in view, e.g. because it uses heat sinks, and this troubles you: emissive.
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If you want to keep shooting for longer: also consider auto loader. It got noticeably better in the beta. If you stay on target without interruption, your 90 rounds magazine will last for 135 shots. (The drawback of reduced ammo capacity is eliminated in the beta. ) In a normal turning fights, when you are not permanently on target but have to stop firing again and again when the target is out of your crosshairs, a MC with autoloader basically never runs empty.
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PS: On incendiary please not that while it does increase damage to shields, it also decreeases damage to hull. In total it is still a damage improvement, but it's not as powerful any more in the beta than it formerly was.
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And a small correction on the auto-loader: i messed up with the calculation. It's almost 180 shots of uninterrupted fire with auto-loader before the gun has to reload. :)
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I just found that inertial impact burst laser on my nose mount is a complete crap (probably need to write a feedback about it, haven't notice that they gonna fix it anyhow in next update). And probably will replace it with emissive pulse laser. Currently second small MC is emissive, but i not gonna need two emissive weapons.

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Depends. You also want to shoot when the target still has shields up? Then go incendiary.
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Small MC do such a tiny damage to large hulls, that no damage improvements realy gonna fix it. Would be more useful as support weapon (could be something different than MC as well). PLus thermal load on my ship already very high. Fighting elite conda/vette/cutter almost always makes me go over 100% heat by firing 4 of my incendary ammo MCs. Its +200% thermal load for each cannon.
 
Ah, just saw this:
"Beams now have access to Overcharged and Efficient from Engineers already able to craft beam blueprints"
That's mean after update i probably can run efficient beam with thermal vent on my nose mount. Although i would need to roll really hard to minimize distributor draw. And that's mean my second MC can stay with emissive munition for now.
 
Sturdy Mount always seems the obvious choice for small or medium MCs, with the special of your choice - though high capacity magazine is probably the one to go for with corrosive... For PvE anyway
 
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