Engineers How many incendiary rounds for PvE?

I currently have all multis on my python, planning on making them all efficient (I've tried overcharged, but it is giving me some heat problems). One, obviously, is corrosive. Is it worth making all the others incendiary? It would certainly strip shields, but what would it do for hull? Is the damage increase negated by thermal resist?
 
If you insist on running all MCs, I'd probably make the mediums incendiary, two of the large autoloaders, and one of the large corrosive.

The medium MCs already have a disadvantage against medium and large ships by not having an armor penetration value high enough to do full damage to hulls, so may as well make them shield strippers.

I'd also keep overcharged on some of the large MCs, to maximize damage per shot.
 
No idea. I'd take one that debuffs and one that makes good use of it. Then again - you never know if it's working as intended or if effects cancel each other out.
 
I currently have all multis on my python, planning on making them all efficient (I've tried overcharged, but it is giving me some heat problems). One, obviously, is corrosive. Is it worth making all the others incendiary? It would certainly strip shields, but what would it do for hull? Is the damage increase negated by thermal resist?

Effects do not stack so if you have it on one there is no point having it on others.
 
I don't think it's worth it to be honest. Most of the tougher NPCs of the game feel like they're more hull than shield. My Python carries the following:

Top Large: C3 Gimballed Multicannon, G5 Overcharge, Auto-Loader
Top Large: C3 Gimballed Multicannon, G5 Overcharge, Auto-Loader
Bottom Large: C3 Gimballed Multicannon, G5 Overcharge, Corrosive Rounds
Medium 1: C2 Railgun, G1 Longrange, Feedback Cascade
Medium 2: C2 Railgun, G1 Longrange, Super Penetrator

The multicannons are just DPS hoses. Feedback Cascade denies target shield cell banks with good timing, and the super penetrator punches through to snipe Power Plants. IF you're struggling with heat, something's wrong - Overcharged does not increase the thermal load of your weapons (Incendiary Rounds do though); I'd suggest taking another look at your Power Plant.
 
To be honest I've lost a bit of faith in incendiary rounds. They have more practical application in PvE than PvP, but against NPCs there's no real need to swap out the sustainability of lazors for the DpE that multicannons bring.
 
Effects do not stack so if you have it on one there is no point having it on others.

Incendiary changes the damage type of the weapon, it's not applying a special effect to the target.

In short, it stacks, the same way something like autoloader would.
 
I currently have all multis on my python, planning on making them all efficient (I've tried overcharged, but it is giving me some heat problems)
Short answer - as many as you can manage without overheating. This will depend on other modules (specifically how you engineer rest of ship for heat management). Fill rest of hardpoints with which floats you boat (I've used efficient fixed beams for extra burst damage and against chaff).
Rapid fire incendiaries will give both best DPE and high DPS vs these shieldcell-using enemies - but the heat will skyrocket - and you really want to use the for sustained fire, because its the whole point of DPE.

I don't recommend putting corrosive on large cannon - its pointlessly reducing large-caliber ammo amount. Corrosive effect does not stack, does not scale with weapon caliber and will work equally as well on single small-caliber weapon.
 
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