How would you engineer frag' cannons?

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Deleted member 110222

D
Haven't stopped thinking about them since a PvP encounter yesterday.

How would you modify the guns?
 
Double shot for the most damage in the shortest time but reduced standing power as ammunition depletes faster. Alternatively overcharged for better use of the ammunition but not quite as much damage as double shot. Experimentals usually any combination of corrosive, drag and screening shell, depending on how many you have for utility.
 
Mine are all double shot for the burst dps. Experimental depends. On an "older" vulture I used the incendiary/corrosive combo to deal with shields and hull respectively. On a more current build I use screening shell which is also a great dps improvement due to the decreased reload time. Can't say which one I like more.
 

hs0003

Banned
I run mine with high capacity - screening shell, same in mag damage as double shot(just delivers it a tiny bit slower), but twice the sustain. Overcharged is at the happy medium between the two with 70% of the burst damage of the double shot and 70% of the sustain of the high capacity.
 
I prefer high capacity. Because reload time is BY FAR frag cannons' biggest limiting factor to sustained DPS, doubling the magazine capacity from 3 to 6 has a significant positive impact on sustained DPS. You get double the staying power (and frag cannons have decent ammo reserves to begin with), double the damage per salvo when you want it, and higher sustained DPS for when you manage to glue yourself into a good position.

For experimental effects, I highly recommend corrosive on one of the frags if it isn't already being applied by something else. Frags have low APV, so corrosive will give you a big damage increase against the hull of larger ships. Drag is a very powerful effect vs. ships that care a lot about ENG pips. Dazzle is kind of like a weird occasional target lock breaker if your ship is really really cold (or silent). The anti-missile effect of screening shell is neat (though tough to use), but it also comes with a huge 50% reduction of reload time (massively increasing sustained DPS if you're glued in a good firing position).
 
So it really seems to depend on how you want to use those frags:

Double shot has highest burst but little staying power.

Overcharged has a balance between burst and staying power.

High capacity has highest staying power but lowest burst.
 
Currently trying This Build out. just engineered the weapons today. was missing some mats for 100% g5 OC so its about 75% on most guns.

Seems ok for Single targets, not good for sustained farming.
 
Haven't stopped thinking about them since a PvP encounter yesterday.

How would you modify the guns?

What are you going to do with them?
For PvP and PvE assassinations doubleshot is indeed a good option.
For longer sorties, f.e. If you want to go res hunting, I would not recommend doubleshot at all.
 
IMO, frags are hit and run anyway, so you might as well go doubleshot/hi-cap for burst/sustained DPS.

The only essential experimental is corrosive on one of them. Optionally put drag on a second. I actually run incendiary on a couple of mine because heat doesn't seem to be an issue and you can't assume that EVERYONE is running thermal resist on their shield.

You're not going to be firing them for more than a couple of minutes, so just fit lasers/plasma-slugs/C4 multicannons if you are going REZ/CZ/CNB farming.
 
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IMO, frags are hit and run anyway, so you might as well go doubleshot/hi-cap for burst/sustained DPS.

The only essential experimental is corrosive on one of them. Optionally put drag on a second. I actually run incendiary on a couple of mine because heat doesn't seem to be an issue and you can't assume that EVERYONE is running thermal resist on their shield.

You're not going to be firing them for more than a couple of minutes, so just fit lasers/plasma-slugs/C4 multicannons if you are going REZ/CZ/CNB farming.
This may be a bit of a surprise, but frag cannons actually have extremely respectable field endurance if you make sure you're using them correctly. If you multiply the single-shot damage by the total ammunition load, you get the following numbers. This is the total damage you can cause with each weapon system before needing to rearm:

Large FIXED multicannon: 3.925 * 2200 = 8635
Large FIXED frag: 4.57 * 12 * 183 = 10035.72 (the 12x multiplier is because each frag shot launches 12 pellets each doing the listed damage)
Huge FIXED multicannon: 4.625 * 2200 =10175

So a large fixed frag does fairly-nearly as much total damage as a huge fixed multicannon, and considerably more than a large fixed multicannon. Now consider that frags get a big DPS boost from high-capacity modding, while multicannons do not. Furthermore fixed frags are fairly practical to use, while fixed multicannons... not as much. Modded and used correctly, a frag cannon will allow you to substantially more total damage than amulticannon, and you'll probably be killing each target more quickly, too. They take more involved flying to make them work to their best, but why make a point of engaging in combat of you don't want to have to try at all?
 

Deleted member 110222

D
Probably a PvP weapon for me, to murder rival PP haulers.
 
I was wondering the same thing as OP when equipping a Krait (Mk3, mind you) with three pacifier frag cannons, so I engineered a rapid fire, a double shot, and an overcharged with drag, corrosive, and something else maybe.

After a few weeks of testing I can confidently say I have no idea which one is which one, there's usually at least one or two firing when I'm lined up for a while on a target, and things go boom pretty fast.

Hope that helps!
 
Another vote for Double Shot, with one Corrosive, the rest Screening Shell!

The most damage in the shortest time, the fastest Kill, but the worst for Ammo, but don't waste ammo on shooting anything over 500 metres away. Wait till you get the largest target surface area possible.

or

Simply get a lot of the Synth stuff and reload in space!

have Fun ;)
 
This may be a bit of a surprise, but frag cannons actually have extremely respectable field endurance if you make sure you're using them correctly. If you multiply the single-shot damage by the total ammunition load, you get the following numbers. This is the total damage you can cause with each weapon system before needing to rearm:

Large FIXED multicannon: 3.925 * 2200 = 8635
Large FIXED frag: 4.57 * 12 * 183 = 10035.72 (the 12x multiplier is because each frag shot launches 12 pellets each doing the listed damage)
Huge FIXED multicannon: 4.625 * 2200 =10175

So a large fixed frag does fairly-nearly as much total damage as a huge fixed multicannon, and considerably more than a large fixed multicannon. Now consider that frags get a big DPS boost from high-capacity modding, while multicannons do not. Furthermore fixed frags are fairly practical to use, while fixed multicannons... not as much. Modded and used correctly, a frag cannon will allow you to substantially more total damage than amulticannon, and you'll probably be killing each target more quickly, too. They take more involved flying to make them work to their best, but why make a point of engaging in combat of you don't want to have to try at all?

That's in interesting analysis and I'd never stopped to do the raw damage maths on large MC's vs frags; Perceptually they feel like they last longer, but that's only because they're dishing out their damage more slowly (and more accurately, at longer range).

They're still only half as good as C4 multis though - you've made a common 'on-paper' mistake of treating a huge multi as 4.625 damage per round. It's not, because the rate of fire is 3.2 and the DPS 28, which means 8.75 damage per round, made out of two slugs at 4.625 each.

Whether by bug or design, a C4 multi gets double endurance because that 8.75 damage, dual-slug 'round' depletes your ammo count by one. This endurance added to the high piercing value and zero spool-up time is why I fit C4 (but not any smaller size) multis into my endurance-farming builds ;)
 
Use potatoes, instead of shrapnel. The Xenos will be like, "What the ***? These humans are lunatics! I'm out of here..."
And in PVP it would just be funny to have potato smears on the cockpit window. Potato cannon....that's what we need!

[edit]
...and once someone uses a frozen potato...that's it...**** just got real."
 
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