Engineers Ships Enforcer Cannon long range, overcharged or rapid fire ?

Rapid fire is pretty sweet, but you will run out of ammo pretty quick. For prolonged combat use I'd not recommend rapid firing mod unless you fly a Sidey of Eagle.
Enforcer cannon is one of my favorite weapons (along with cytroscrambler) and after many tests I figured out that best working mod for enforcer is ... short range. This mod offers best damage increase and there are no cons besides slight heat build up and short range of course. Anyways enforcer is best as 50-800 meters so reduced range at grade 5 to 2200 meters isn't a thing. Avoid overcharging - short range offers better damage increase, has greater distro use and clip reduction do 50 shots which is a bummer. Only short range - also applies to multi cannons!
I have a Gunship and a Challenger with six short range enforcers (one has corrosive effect) and thermal vent beam on large hard point and I must tell that setup obliterates any target pretty fast. And that symphony of firing enforcers is a pure symphony.
 
Where you stuck thee 6 class 1 weapons in the Chally ? Cuz I try to get some love for my Enforcer cannons.... not very impressed with overall performance, yet... the delay to fire is annoying... My preferred weapon is the mighty cyto, the only class I weapon able to deliver a class IV punishment...
I will try the rapid fire - is one thing I do not experimented yet, but since I am a constant HRes dude and made a significant part of my cheese from stacked massacre missions, I cannot say the Enforcer cannons are great... the ammo requirements are a real pain in the blup-blup, when a pair of cytos can fire 24/7 with no worry....

The extra dam you get come at the price of ammo and Rof, but the cytos have still considerable higher dam ( double !! ) against shields,. no ammo worries, and you can mitigate the short range by modding them to long range.
Overall, the cytos offer much better performance....
 
Well, this is not working well in a Hres, since you will run out of ammo pretty fast with the Hammers... I am not a fan of small ships, you cannot engage wings in a small ship, I prefer medium and / or big ones. A Viper will not do great vs a wing of 3 medium, or a big Annie and 2 medium... sooner than later you will be forced to run away.
A Mamba, on the other hand, can keep her ground at will... or a FdL ...
I loaded 2 cytos on a Mamba, on small points, modded for long range, so she can blap shields at easy at 2km - after that the MCs all OC with auto loader, make short work of anything.
Mamba speed coupled with the fact is very tanky means you can take at will in a hard wing of Pirates ( a big Annie and 2 medium) and the wings of small ships simply cannot hurt you. I prefer Mamba over FdL because of the cockpit view AND the fact she has those 2 small points, allowing me to save some materials on reload ( 3 MCs to reload vs 5 on FdL)
Mamba is my favorite hunting ship when I run short on time and I need to reach 30-50 kills in 30 minutes...
Here he is:

 
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