MC Engineering

Can anyone help with this? I want to engineer my FGS, all hardpoints are MC. Going with overcharged corrosive but do I need to engineer each MC individualy or is it a one time blanket mod? I'm a good few ly away from Todd so want to make sure I have all the correct mats before I head on over with my frankly pathetic jump range
 
If you plan an all-MC build, I'd go with one corrosive and all the rest incendiary - they are much more effective against shields, afaik.
They do generate a lot of heat, though (almost like lasers) so PP and PD mods are also in order.
 
Can anyone help with this? I want to engineer my FGS, all hardpoints are MC. Going with overcharged corrosive but do I need to engineer each MC individualy or is it a one time blanket mod? I'm a good few ly away from Todd so want to make sure I have all the correct mats before I head on over with my frankly pathetic jump range

Just to touch on what Morbad said about "need the redundancy" on corrosive MC, it's good to test combat the ship before applying the engineering just to get a feel for how the weapons and their hardpoint placement effect that.

I have one ship, for example, which has 4 MC's but the placement on two of them is such that both of them are often not firing at the same time unless the target is placed (and moving) at just the right angle. They are also the smallest MC's (which is where I usually put corrosive effect) so I did it on both of them. My original plan had been to just do it on one until I test-ran the loadout.
 
That seems strange that effects don't stack. Would have thought that 7 corrosive MC would chew through hulls faster than one. I'll just mix up the effects anyway.
 
I'd engineer the large one overcharged and autoloader, the four mediums overcharged with incendiary and the small ones high capacity with corrosive. Open fire with the incendiary and add the rest when needed.
 
I'd engineer the large one overcharged and autoloader, the four mediums overcharged with incendiary and the small ones high capacity with corrosive. Open fire with the incendiary and add the rest when needed.

if any gimbals are in use, I'd make one of the smalls a high-cap emissive to max out the tracking arc. Actually, I might make one emissive even if they are all fixed, so it's easier to order the SLF to go after evasive targets.
 
Tbh it's not difficult to get all 7 on target if you moderate the range and FA off. All set to one fire group and scream as you unload on your victim 😁
 
A large overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a small overcharged emissive multicannon a small overcharged corrosive multicannon...
 
A large overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a small overcharged emissive multicannon a small overcharged corrosive multicannon...

Seems like a solid plan!
 
A large overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a medium overcharged autoloader multicannon a small overcharged emissive multicannon a small overcharged corrosive multicannon...

Thats exactly what I did but I would recommend small high capacity corrosive multicannon to compensate the -20% ammo...
 
Can anyone help with this? I want to engineer my FGS, all hardpoints are MC. Going with overcharged corrosive but do I need to engineer each MC individualy or is it a one time blanket mod? I'm a good few ly away from Todd so want to make sure I have all the correct mats before I head on over with my frankly pathetic jump range
Consider short range blaster mc. The default range is too long on them to be really effective so cutting it in half isnt that bad and the bonus is huge.
 
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