Multi Cannon vs Laser slot placement

My Python and new love my Krait MKII both have exactly the same weapons slot size, which is three 3's and two 2's. I presently have all of them in both ship armed with turreted (I suck at aiming) burst laser's, engineered to grade 5, efficient and flow control. And for the most part, they do pretty well and my style of pew pew.

I've heard that though laser's are great for taking out shields, though they can, they kind of suck at taking out hulls. Where as "Multi Cannons kind of suck at taking out shields but excel at taking out the hull.

In an effort to attempt at cutting down the duration it takes to finish off an opponent, I going to install two or three Multi Cannons in place of two or three of my present laser configuration.

My question is:
Do I place them in the larger slots or the smaller ones. And, what engineering including experimental should I apply? I may be incorrect, but I'm thinking of placing them after engineering to g5 in the two smaller slots along with choosing "High Capacity and Oversize".

I don't mean for this to be a debate, and will probably take the suggestion of the majority.
 
For NPCs with typical resistances, MCs will be better in the large hardpoints as they will have the armor penetration value high enough to do full damage to the hulls of most ships. I would also overcharge all the MCs and make sure at least one is corrosive.

Shields have no hardness value and will take full damage from any size of laser.
 
If you have the distributor for it, you can also overcharge two medium gimballed beam lasers to go along with the three large overcharged multicannons.
 
Been there, done that...

I originally thought that full lasers was the way to go as it meant that I didn't need to worry about restock but a friend pointed out that it would take ages to polish off the hull.

I have changed up to and run one large beam to remove shields and multi-cannons in the rest to finish off the ships off.
Very successful build against Scouts.

Krait Mk II build
 
Been there, done that...

I originally thought that full lasers was the way to go as it meant that I didn't need to worry about restock but a friend pointed out that it would take ages to polish off the hull.

I have changed up to and run one large beam to remove shields and multi-cannons in the rest to finish off the ships off.
Very successful build against Scouts.

Krait Mk II build
I don't have a large; So, having my laser's in the two small and three multi cannons in the larger would be a better working solution right.
 
You really don't want turrets on a Krait. If you're not very good at aiming then use gimballed mounts. Turrets are best used on large ships that have poor manoeuvrability.

Another thing to remember is that there is a penalty using smaller weapons against larger targets hulls (not shields). If you put your multicannon in the medium slots then you will be at a disadvantage against large ships.
 
In regards to you statement: "You really don't want turrets on a Krait. If you're not very good at aiming then use gimballed mounts." I have to agree; However, I've spent a lot of time and effort obtaining the various mats for engineering gimballed which did work well; But do to "friendly fire", caused me to have to search out the services of a interstellar too often. Hence my use for turrets and their setting of target only.
 
Personally I use three lasers and two multi canons on my Python.

One class 3 pulse laser out front, and two beams on the class 2's. I then use the other two class 3's with multi's. As said before, bigger multi canons are more effective against medium and large ship hulls whereas smaller ones have a damage fall off.

I use two fire-groups.

1. Pulse laser on primary fire, beams on secondary fire.

2. Pulse laser on primary fire, multi's on secondary fire.

I start with primary fire-group to take down shields, and once they are down I swap to secondary fire group to take out hulls with the multis and continue to use the larger pulse laser to help out.

Mod wise I am pretty sure the lasers all have efficient mods and the multis are likely overcharged with corrosive special effect.
 
Here's the weapon loadout on my trade Python, which I generally only fly when I'm too drunk to fly safely. Works well enough to keep me alive vs whatever NPCs come after my elite tade mission booty.

 
Personally I use three lasers and two multi canons on my Python.

One class 3 pulse laser out front, and two beams on the class 2's. I then use the other two class 3's with multi's. As said before, bigger multi canons are more effective against medium and large ship hulls whereas smaller ones have a damage fall off.

I use two fire-groups.

1. Pulse laser on primary fire, beams on secondary fire.

2. Pulse laser on primary fire, multi's on secondary fire.

I start with primary fire-group to take down shields, and once they are down I swap to secondary fire group to take out hulls with the multis and continue to use the larger pulse laser to help out.

Mod wise I am pretty sure the lasers all have efficient mods and the multis are likely overcharged with corrosive special effect.
Thanks to everyone for their inputs, between here and a couple of other sites I frequent, I decided to keep the three largest slots armed with the G5 Burst Laser's with Efficient and Flow Control. In the two smaller which are mediums, I installed two G5 Multi-Cannons with "High Capacity and Corrosive.

I headed over to my favorite high res at AB3 in Shinrarta to see how I'd do. Well, I have to say, I am really impressed with my decision. Having all the turrets set at "Target Only" and making sure any and everything not needed is turned off and the rest of them have all been prioritized. I set my pips to 2,2,2; Which allows me to spend all my attention to just attempting to stay on target and avoid being shot at the same time.

During the last couple of hours, I engaged everything but Conda's, Vettes and Cutter's, the later two weren't an issue; there wasn't any. I only targeted pilots with my status (Dangerous) or better. All weapons are set to target only and all are on the same single trigger. In addition to the laser's taking down the shields fast, they also keep firing at the hull, which assist the cannons and their corrosive shells help the laser's eat through the hull also. Where as my previous all laser bouts would take two to three minutes most of the time. My new combination of laser's and cannons, only take about a half minuet or or so.
 
Fyi a Python can easily push 2 medium beams forever.
That is about the same as two lg burst in DPS, which leaves the larger slots for kinetics, or even a combination.
 
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