Imperial hammer with effects & hit mechanics

What if only one round hits the module while remaining rounds miss? Same thing regarding feedback cascade? Does it mean the module damage or shield boost negation would lessened by 2/3? Or maybe each round in burst is equal to one shot from rail gun, so full burst is equal to three shots from railgun? (too good to be true).
 
Effects probably work either being 1/3 the strength per hit as well. If it's an on/off effect instead of a numerical value I'd imagine this works like frags where only hitting with some of the pellets still applies things like corrosive or drag.

I run high cap on some of mine, so I'd need to hit with six if it worked by needing to hit with the whole clip. Then you'd probably find a bunch of threads about rail engineering being broken for hammers.
 
What about special effects?Do they just need to hit once or all 3 times to score with the effect?
Thanks.

That is what is really puzzling me. Seems much easier to hit the targeted module with railgun than precisely hit that module with the iHammer. If the PP effect is "watered down" with each shot missed then it would make the IH more inferior module sniping weapon than the rail gun. That makes me think - the IHammer is purely hull wrecking weapon while the rail gun is for module sniping.
 
On the other hand, it's 3x easier to hit a module with an Imperial Hammer. Furthermore at close range, if you train your crosshair on the module for the duration of the volley you will do a lot more damage than with a regular railgun.
 
I wish I had a little of your mojo. I have never been able to snipe a module with a railgun.
Easier while at long range (if you have G5 Long Range-engineered your railguns) since the target's movements are much less pronounced then, and with the Super Penetrator special effect, which allows your railgun rounds to penetrate 75% of the ship's length (i.e. pass clean through the ship if shot from above or below, damaging all the modules in its path).
 
I once multicrewed with someone who built a crazy FdL fitted with all Hammers and heatsinks. My goodness how we laughed as it toasted the victim and us with it.
 
I run a few ships with iHammers, and I either bullseye what I'm aiming for, or I miss by a light year. Of course, the only thing I ever shoot at are NPC's, and they don't provide feedback about the effectiveness of my shots - until they blow up, which they do rather nicely.

iHammers do pack a nice warming effect, so they work well when paired with either a thermal vent beam, on a cold-running ship, or both.
I do have one ship that packs a pair of iHammers and an APA though - not afraid of getting a bit warm in it though.
 
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