Frags engineering

Not sure after 3.0 (just got back to bubble and haven't tested myself yet), but double shot + screening shell is just re-donk-u-lous.

Before that I went with a mix of overcharged + incindeary / corrosive
 

hs0003

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Rapid fire + screening is basically a full auto shotgun.
Doubleshot/high capacity is most damage in a mag, where double is a better burst and high capacity is more sustain and requires more time on target.
Overcharged gives almost as much damage in a mag as doubleshot, but you get twice the sustain.

Forget efficient, light weight and study on the frag.
And if you want a corrosive, toss it on a high capacity roll.

Edit: You should stack up on nickel, carbon and sulphur if you run overcharged/double shot to create ammo on the fly. High capacity has so much potential damage that you most likely run out of hull before you run out of ammo.
 
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I engineered 4x OC Screening frags for my Chief and I'm loving them. On the large slots I went for a pair of OC PA's (which are delightful), but I've had so much fun with the frags that I'm tempted to put them in the large slots, too.
 
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I'm feeling that for some reason frags have a better chance at tripping a PP kill than anything I've seen to date. I've had several big ships explode before 30% hull using frags since I equipped my Chief with them - yesterday.
 
I prefer high capacity over double shot as they both have the same damage per magazine, but high capacity gets far more shots. Double shot does empty the mag more quickly, but I've found high capacity to be fast enough. I mostly do PvE though, so your mileage may vary for PvP.
 
I prefer high capacity over double shot as they both have the same damage per magazine, but high capacity gets far more shots. Double shot does empty the mag more quickly, but I've found high capacity to be fast enough. I mostly do PvE though, so your mileage may vary for PvP.

I've only tried the OC versions so I can't really compare, but for whatever its worth I liked the fixed over the gimbaled after engineering both.
 
I've only tried the OC versions so I can't really compare, but for whatever its worth I liked the fixed over the gimbaled after engineering both.

I'm a fan of fixed for frags, too. I'm interested to see how frag turrets work, though. I'm curious about what range they'll attempt to engage from.
 
I engineered 4x OC Screening frags for my Chief and I'm loving them. On the large slots I went for a pair of OC PA's (which are delightful), but I've had so much fun with the frags that I'm tempted to put them in the large slots, too.

Why not Double Shot Screening Shell? For ammo efficiency?
 
I'm a fan of fixed for frags, too. I'm interested to see how frag turrets work, though. I'm curious about what range they'll attempt to engage from.

After trying both I found that I could hit just as reliably with the fixed, so why not go for more damage and reliability is what my thinking was.

Why not Double Shot Screening Shell? For ammo efficiency?

This is the first time I've ever used frags, so I just picked what looked good (the powah!!!) and started there.
 
I'm feeling that for some reason frags have a better chance at tripping a PP kill than anything I've seen to date. I've had several big ships explode before 30% hull using frags since I equipped my Chief with them - yesterday.
Every pellet that intersects the power plant hit sphere while it's at 0 probably triggers its own roll of the dice.
 
Every pellet that intersects the power plant hit sphere while it's at 0 probably triggers its own roll of the dice.
I don't think it's necessarily a fix percentage chance to pop per hit. I've noticed a VERY high chance to kill 0% power plant ships when hitting the power plant with two inline large short-range (+75% damage) modded plasmas (chieftain). Took down many big ships at 90%+ hull. There definitely seems to be a "how much overkill" component involved.

I'd love to run tests of this, but it would be very time consuming (and expensive) to do so. :/
 
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