I was so wrong

Ages ago (before engineers) I tried multi cannons and hated them. It was also before horizons so ammo couldn't be restocked using materials.
Last week I was tweaking my Chieftain for res hunting. Messing about with weapon configs. Thought I would try one large Multi cannon with corrosive special effect.

Holy smoke Batman! Almost feels like cheating :D Not even module sniping anymore. Strip shields with lasers, fire multi cannon in combo with burst lasers and everything just melts in seconds.
I'm running all efficient weapons, so I can fight with 4 pips to shields (982Mj) (fast charge bi-weaves) with pretty even resistances, with just 2 pips to weapons I can fire constantly with no heat issues.

When corrosive effect is on the target, I reckon all weapons must be doing about 40% more damage (based on time to kill).

Fly safe.
 
Just did this, OMG, even better.

Now go pledge to Archy and in four weeks you can mod 3 Cytoscramblers to short range blaster, swap the corrosive to the medium multicannon and leave the larges overcharged autoloaders.

Insanely fun Chieftain build. Can sit on an Elite 'Conda's tail and take next to no damage while stripping shields so fast you don't even care if it pops an SCB, then fry that easy to hit PP in 5-10 seconds.

Still an agile enough ship to hit small ships with the crazy jitter Cytos.
 
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Stick corrosive on a small MC turret with high cap.
Overcharge your large MC and put auto loader on it.:D

Finally some good advice indeed,to make this even better- premium ammo(30% more dps) on multies,to be hand of God.
 
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Yup. On my PvE FDL or Mamba. A huge beam laser (efficient thermal vent) and 4x overcharged multi-cannons - one thermal, one corrosive, 2 auto loader.

Everything disappears pretty quickly.
 
MC's are great for good damage, low heat and low energy use. It's a my go-to lazy build, but effective.

MC's are probably the easiest weapon to engineer without having to worry about heat or distributor power draw.
If you go crazy with over charged laser weapons you need fresh paint after each volley you fire :D
 
Now go pledge to Archy and in four weeks you can mod 3 Cytoscramblers to short range blaster, swap the corrosive to the medium multicannon and leave the larges overcharged autoloaders.

Insanely fun Chieftain build. Can sit on an Elite 'Conda's tail and take next to no damage while stripping shields so fast you don't even care if it pops an SCB, then fry that easy to hit PP in 5-10 seconds.

Still an agile enough ship to hit small ships with the crazy jitter Cytos.

And for short engagements like wing assassinations, swap the large MCs for double shot frags with screening shell. Insane DPS at point blank range.
 
Last week I was tweaking my Chieftain for res hunting. [...]
I'm running all efficient weapons, so I can fight with 4 pips to shields (982Mj) (fast charge bi-weaves) with pretty even resistances, with just 2 pips to weapons I can fire constantly with no heat issues.[...]
So you take one of the most agile ships in this game and fly it 4-0-2?! Am I the only one that feels some potential is wasted there?
 
So you take one of the most agile ships in this game and fly it 4-0-2?! Am I the only one that feels some potential is wasted there?

If you don't regularly adjust pips to the situation you're generally wasting combat potential, so...

But hey, we're pretty OP against NPCs thanks to engineering anyway, so everything that works, works.
 
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So you take one of the most agile ships in this game and fly it 4-0-2?! Am I the only one that feels some potential is wasted there?

I rarely need to boost, and my fighting tactics are get in close behind the enemy and stay there. Sure there are times when I run 2.2.2 pips, usually when fighting a wing of three, although I manager pips depending on enemy type.
 
I rarely need to boost, and my fighting tactics are get in close behind the enemy and stay there. Sure there are times when I run 2.2.2 pips, usually when fighting a wing of three, although I manager pips depending on enemy type.
That sounds reasonable!
 
So you take one of the most agile ships in this game and fly it 4-0-2?! Am I the only one that feels some potential is wasted there?

Well, I fly the Chieftain with 3-1.5-1.5 and it's still insanely manoeuvrable. I'd use 3-1-2 if I could figure out how to do it! :)
 
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