Multi cannons?

I admit I have little experience in the game and combat even more so, I read a lot of threads and it seems most prefer the multi cannon over the large caliber cannon? In the beginning I fought in the low-res sites like most to be able to buy my next ship. I tried several weapon systems and found the beam to bring down the shields and then the large caliber cannon to finish it off worked best.
But now I find most older players use multi's? Keep in mine this was in a sidey and Viper MKiii so now I have bigger ships that don't have a cannon at all so why do most prefer a multi?
 
Also you can mod corrosive and incendiary on them. My hauler Python has a full set of multicannons, two incendiary and the medium corrosive. Needs little capacitor and still tears down shields. Best of both worlds.
 
More ammo and more bullets flying means more bulltes hit the target.

But play whatever you enjoy most. Going for the meta may kill the game for you, if you force yourself to play in a way you do not like.
It has nothing to do with what I like, I was a Munitions person in the USAF and some of the things in the game don't really make sense to me- your example is like a shotgun compared to a rifle, lots of little pellets don't do much compared to the E=mc2 of the large caliber.
 
Cannons are more of a burst damage weapon, the projectiles are usually much slower and harder to hit with, the gimballed versions miss frequently, and the cannon doesn't carry much ammo.

Multicannon projectiles are fast, they hit frequently, there's a ton of ammo, and one of the MC experimental engineering effects (corrosive) is a must have for eating through hull.

Besides, multicannons are basically like PDCs from the Expanse:
Source: https://youtu.be/Sax5tURLTrw
 
Also you can mod corrosive and incendiary on them. My hauler Python has a full set of multicannons, two incendiary and the medium corrosive. Needs little capacitor and still tears down shields. Best of both worlds.
So it's because they can be engineered? The large caliber can't- did not know that so that helps.
 
Cannons are very good weapons, they could be used as cheaper less effective plasma accelerators if you didnt already unlock engineers for plasma, power distributors and powerplants. Fixed burst like cannons is also far easier to use if you want to get into FAOff fighting.
 
Cannons are more of a burst damage weapon, the projectiles are usually much slower and harder to hit with, the gimballed versions miss frequently, and the cannon doesn't carry much ammo.

Multicannon projectiles are fast, they hit frequently, there's a ton of ammo, and one of the MC experimental engineering effects (corrosive) is a must have for eating through hull.

Besides, multicannons are basically like PDCs from the Expanse:
Source: https://youtu.be/Sax5tURLTrw
Expance- love that series!!! I heard Amazon picked it up and will do another season :)
 
Try both and decide for yourself.

Personally, I reckon the best job for cannons is as a "sniper rifle".
Take out the ship's shield with lasers and then target the FSD/PP/Thrusters and blast 'em with overcharged or rapid-fire cannons with the High Yield XFX.
Cannons are (IMO) kind of an alternative to railguns, but with the option to use gimbals/turrets.

I like my railguns (the Imp' Hammer is currently my favourite weapon) but if I didn't I'd probably fit all my combat ships with a pair of C1/C2 cannons to do the same job as the rails.
 
Cannons are very good weapons, they could be used as cheaper less effective plasma accelerators if you didnt already unlock engineers for plasma, power distributors and powerplants. Fixed burst like cannons is also far easier to use if you want to get into FAOff fighting.
Yes I have plasma-s and they are engineered ;) but I was/am just amazed that so many prefer the multi- like I said I only tried them in the first month of playing so maybe I'll try them again.
 
Try both and decide for yourself.

Personally, I reckon the best job for cannons is as a "sniper rifle".
Take out the ship's shield with lasers and then target the FSD/PP/Thrusters and blast 'em with overcharged or rapid-fire cannons with the High Yield XFX.
Cannons are (IMO) kind of an alternative to railguns, but with the option to use gimbals/turrets.

I like my railguns (the Imp' Hammer is currently my favourite weapon) but if I didn't I'd probably fit all my combat ships with a pair of C1/C2 cannons to do the same job as the rails.
I have a railgun on both my FGS and FAS and I can't hit the broad side of a barn with it- the load up time on it is just to long to keep the target in the recital. I did engineer them to multiclip but only to two so far :(
 
So it's because they can be engineered? The large caliber can't- did not know that so that helps.

The effects are different between the two, and IMO cannons aren't really competitive anymore.

The cannon effects aren't as good for PVE play I think. High yield used to blow up internal modules on an enemy really well, but they nerfed it. Force shell is fun, because it causes the target to move off vector, but mostly thats used in PVP.

Corrosive mukticannons reduce armor protection significantly for a few seconds, and everything you shoot does more hull damage.

Another issue with engineering cannons of different sizes and effects - it's hard to match the muzzle velocity of the weapons. Multicannon rounds are always the same speed, so you have just one target lead gimbal for all of them.
 
For me, it's the experimental effects. Multicannons have more useful experimental, like the corrosive. If cannons hadn't nerfed the high yield shells so much, it could be an argument. I would return to cannons though, if they had something more destructive to compensate the lack of ammo, like piercing shells, or emp shells to bring down shields faster.
 
Situation always determines relevance of a weapon.
Out of the box the Large Multi Cannon vs the Large Cannon.
Dmg per shot MC=3.9 , C=54.9
Rate of fire MC=5.9/s , C=0.4/s
Dmg fall off range MC=1.8km , C=4km
Ammo MC=100/1,200 , C=6/120
Shot Speed MC=1,600m/s , C=959m/s
Piercing MC=54 , C=70

Just the basic information of the weapon gives the impression that Multi Cannon is a close range high volley weapon. where as the Cannon is a long range high impact weapon.
As most combat takes pace within the 1.5k range or less , most pick up the Multi Cannon as the weapon of choice.
 
Situation always determines relevance of a weapon.
Out of the box the Large Multi Cannon vs the Large Cannon.
Dmg per shot MC=3.9 , C=54.9
Rate of fire MC=5.9/s , C=0.4/s
Dmg fall off range MC=1.8km , C=4km
Ammo MC=100/1,200 , C=6/120
Shot Speed MC=1,600m/s , C=959m/s
Piercing MC=54 , C=70

Just the basic information of the weapon gives the impression that Multi Cannon is a close range high volley weapon. where as the Cannon is a long range high impact weapon.
As most combat takes pace within the 1.5k range or less , most pick up the Multi Cannon as the weapon of choice.
That is what I look at - numbers. So it depends on the ship also: My Viper MKIII can stay behind most NPC's where the FGS can't and is longer range type fighter. So then it comes to your fighting style of strafing runs with MC's or a few long range shots from distance, but the engineering of MC's is better hmmm.
I just started my engineering so it really wouldn't hurt to try them out and see if I can adapt to a different flight style.
 
That is what I look at - numbers. So it depends on the ship also: My Viper MKIII can stay behind most NPC's where the FGS can't and is longer range type fighter. So then it comes to your fighting style of strafing runs with MC's or a few long range shots from distance, but the engineering of MC's is better hmmm.
I just started my engineering so it really wouldn't hurt to try them out and see if I can adapt to a different flight style.
The experimental effects of each type are useful in special situations. Giving precedence to use one weapon type over another depending on what the goal of your combat situation is. The unique experimental effects for each weapon are listed below. They do share some such as Auto Loader and Smart Rounds.

Cannons
Dispersal Field : experimental upgrade that causes successful strikes to temporarily confuse all gimbal and turret hardpoints on the target, at the cost of direct damage potential
Force Shell : modification to allow firing of low explosive shells, designed to generate a propelling blast. Strikes to a target are capable of forcing ships off course, at the cost of shot accuracy.
High Yield Shell : modified munitions that convert a portion of damage to explosive, capable of hitting multiple internal modules if the attack breaches the hull, at the cost of a reduced fire rate.
Thermal Cascade : experimental munitions that interact with shields upon detonation, generating significant heat on the target.

Multi Cannons
Corrosive Shell : experimental rounds that temporarily weaken Armour Hardness and increase all damage taken, at the cost of reduced ammo capacity.
Emissive Munitions : experimental upgrade that causes strikes to envelope the target in energetic particles, significantly amplifying its signature, at the cost of increasing heat generation for the attacker.
Incendiary Rounds : modified ammo system capable of delivering superheated rounds, increasing damage and converting a large portion to thermal, making it more effective against shields.
Thermal Shock : articulated focus array designed to spread heat effectively. Strikes to shields and hull impart additional heat into the target, at the expense of a 10% reduction in damage.

Using a Turret Cannon with Dispersal Field on a large ship acts very much like a backup chaff launcher. Or adding Incendiary Rounds to a multi cannon to compensate for not equipping any lasers to strip shields.
But it quickly becomes pretty obvious why most use the Corrosive Shell of the Multi cannon, because it stacks with other damage, where as most other effects do not directly aid in increasing damage.
 
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