Engineers Ships Frag blueprints

So i was messing around with C1 frag turrets with corrosive and drag as utility weapons on the bow of the Corvette and noticed some interesting things. The high cap mod doubles the clip size and slightly increases rate of fire. The rate of fire is sufficiently high that the clip typically empties on a target that gets within range. So double the outgoing fire per pass and it has me wondering if this is the de facto meta for this weapon. Functionally 100% damage increase because of the 3 extra shots in the clip. Yes, i understand OC increases the damage per shot, but you get half as many shots and the increase is less than 100% . Is this observation shared by anyone else?
 
Can’t say I really use Frags much but they do share a lot of similar engineering as MCs and Hi-Cap is my favourite mod for them mainly because of the increased ROF & clip size.

I much prefer having lots of ammo firing slightly faster rather than having a damage increase in exchange for reduced clip size and increased distributor draw/thermal load.

EDIT: Hi-Cap also helps counteract the ammo reduction that comes with the Corrosive mod.

Overcharged + Corrosive reduces your ammo pool to practically nothing.
 
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Speaking of pve where tot is not much of a concern, the main difference is the total damage stored in your ship and that you can dish out. Oc increase your total availablr damages by 70%, high cap make you throw your initial damage twice faster. So you'll have to reload/syth twice as much than with oc.
 
So i was messing around with C1 frag turrets with corrosive and drag as utility weapons on the bow of the Corvette and noticed some interesting things. The high cap mod doubles the clip size and slightly increases rate of fire. The rate of fire is sufficiently high that the clip typically empties on a target that gets within range. So double the outgoing fire per pass and it has me wondering if this is the de facto meta for this weapon. Functionally 100% damage increase because of the 3 extra shots in the clip. Yes, i understand OC increases the damage per shot, but you get half as many shots and the increase is less than 100% . Is this observation shared by anyone else?
Correct, well spotted. High cap is my go too for frags and pacifiers

Paired with screening shell experimental, it's even more devastating as the reload time halves.

Although using turrets will burn through that ammo quickly.
 
I guess for Gimbals Highcap is okay - personally I wouldn't use turrets at all - but for Fixed (i.e. Pacifiers) I prefer the higher Alpha/burst of OC. IMO, OC/SS is the best combination of Alpha/burst, Sustain (DPM) and damage pool.
As for Corrosive, I prefer to apply that with a High-cap class 2 MC. ^^
 
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