Frag' cannons for n00bz.

Deleted member 110222

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I really have little experience with these things, other than knowing they hurt when used correctly.

Alas, I know this because I was the recipiant, not the giver, and I do not know how to correctly use frag' cannons myself. My skill level with them is 5/100. Oblivion players will understand. :)

So I would like to ask, how does one get the most out of these weapons?
 
Good question.
I've got a frag Challenger, fully kitted out, but no engineering on the frags yet.
Seems to be conflicting opinions on this.
 
Set them for double shot, engineer the heck out of them, walk right up to your enemy, poke them into their belly and pull the trigger at point blank range.

Rinse and repeat until things go boooom
 
They just take practice. It's more about flying practice to get in range of the opponent to use them without taking a full alpha burst for your trouble and then staying in the zone when they inevitably boost and you have to start your approach again. Of course against NPCs you CAN just fly through their burst and unload, but I advocate learning to do it right from the start. ;)
 
Set them for double shot, engineer the heck out of them, walk right up to your enemy, poke them into their belly and pull the trigger at point blank range.

Rinse and repeat until things go boooom

Overcharged is better as of 3.0

It depends, im still running 4 fixed legacy rapid fire frags on my FDL just because the DPS is even higher as double shot.

But its true, if you look for overall damage output over a longer period of time double shot or overcharged are more efficient.
 
My 5 cents.
Frags engineered to G5 "Overcharged" with experimental of "Oversized" yeald DPS of 377. Now add to that your ability to synth ammo (standard +15% damage (433.5 DPS), (premium +30% damage (490.1 DPS) you have a very potent weapon. I run 3 large Frags on my Krait using standard synth ammo for 1300 DPS everytime I pull the trigger. I fire in vollys of 3 as thats the clip size from 300m to 600m. I go for the broad profile shots on Annacondas, Python, Asp Exp, and all the FED ships. These are not so useful on the small ships as many skittles will miss.
 
It depends, im still running 4 fixed legacy rapid fire frags on my FDL just because the DPS is even higher as double shot.

But its true, if you look for overall damage output over a longer period of time double shot or overcharged are more efficient.



Legacy mods notwithstanding, in the current system DS and RF are both inferior to OC with regards to DPS.
So you take the ammo hit for nothing.
 
Paifiers are mildly useful, but a pilot who is worth his salt is impossible to kill with frags. They will just boost laterally and dodge all he shot.
 
Set them for double shot, engineer the heck out of them, walk right up to your enemy, poke them into their belly and pull the trigger at point blank range.

Rinse and repeat until things go boooom

There’s an Elite Sidewinder in Lave that will sit still while you do this.

Pretty useful for learning new new weapons and techniques.

It’s Elite so if you don’t one-shot it, you’ll have a wriggly fight on your hands - but it’s a Sidewinder so you’ll win eventually. It’s at the “Civilian Broadcast Detected” which should be enough warning, but just to spell it out - this is murder and C&P rules apply.

I’ve got some rails that I’m keen to try out. I’ve bought them and engineered them but haven’t tested them yet.

Re: Overcharged vs Double Shot.
I have a set of each, because people keep telling me oversized is better.
But I haven’t done the A/B testing to make up my mind.
 
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Biggest problem with Frags for me is that the audio and visuals for them firing is so underwhelming, I often have to double check I actually fired.
 
Drag munitions is a fun effect on frags. It can panic players, keep targets in range, and is more difficult to counter than drag munition seeker missiles.

Not sure how I feel about using incendiary. On one hand, frags are perfect for shredding hull and switching to thermal damage mitigates that. On the other, most players are using balanced resistances on both shields and hull..
 
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