Every tutorial and every "build" video I watched on Youtube seems to agree that Multicannons are great and the go-to choice for almost every combat ship, yet I find myself constantly disappointed with their damage output.
My main combat ship is a mostly engineered Anaconda. Most combat relevant modules are fully engineered, including the 3 Multicannons I put on it, following all that Youtube advise.
I got one cannon in the huge slot, fully engineered for raw damage output, one in the large hardpoint, also engineered for damage, but with incendiary ammo as the experimental effect and one small cannon, also going full damage, all on the under-side of the ship.
The rest is all Beam Lasers.
(I use the other small hardpoint on the under-side for a turreted Heat Vent Beam Laser, so I can shed some heat even when I fire with the second fire group.)
Either there are tons of NPCs flying around with crazy kinetic resistance engineering, or Multicannons are not as great as everyone is saying, because it is really rare that I do a impressive amount of damage with those things.
Yesterday I couldn't even kill a Master-rank Cobra.
I got his shields down relatively easily and then I hammered his naked hull for 10 seconds every time I got him in my sights and did like 3 to 5% damage to him, each time with my huge, pimped out Multicannons.
I finally got him down to 12% or so, when he jumped away and I couldn't prevent him from doing so, even though I targeted his drive for the last 20 to 30 seconds of the fight.
I understand that games cheat to keep things challenging, but when you do all that grinding and engineering to get one of the most powerful combat ships in the game and then you get humiliated by a medium level NPC in a starter ship, that goes too far and that is nothing but demoralizing.
Granted, all my weapons are gimballed, because I am new to combat and I only recently was able to engineer the thrusters and the Anaconda was a bit sluggish till then, but even so the damage the cannons do is so weirdly inconsistent, especially against small and medium ships. They seem to work more reliable against big ships, which is why I guess that just too many shots are missing against the smaller ones.
Then again, I see a lot of those red cloud effects the incendiary ammo makes, even when shooting at small ships, so I seem to be hitting well enough.
Maybe there is too much of a Stone-Paper-Scissors thing going on in this game, where your setup will be super overpowered against some NPCs and then total garbage against others and trying to prepare for everything will just end up making your load-out mediocre in every fight.
I chose the classical Laser+Multicannons combination, because I wanted to be effective in every combat situation, but I'm just not satisfied with the cannons.
If it weren't for the power draw and heat issues, I would have replaced them already.
My main combat ship is a mostly engineered Anaconda. Most combat relevant modules are fully engineered, including the 3 Multicannons I put on it, following all that Youtube advise.
I got one cannon in the huge slot, fully engineered for raw damage output, one in the large hardpoint, also engineered for damage, but with incendiary ammo as the experimental effect and one small cannon, also going full damage, all on the under-side of the ship.
The rest is all Beam Lasers.
(I use the other small hardpoint on the under-side for a turreted Heat Vent Beam Laser, so I can shed some heat even when I fire with the second fire group.)
Either there are tons of NPCs flying around with crazy kinetic resistance engineering, or Multicannons are not as great as everyone is saying, because it is really rare that I do a impressive amount of damage with those things.
Yesterday I couldn't even kill a Master-rank Cobra.
I got his shields down relatively easily and then I hammered his naked hull for 10 seconds every time I got him in my sights and did like 3 to 5% damage to him, each time with my huge, pimped out Multicannons.
I finally got him down to 12% or so, when he jumped away and I couldn't prevent him from doing so, even though I targeted his drive for the last 20 to 30 seconds of the fight.
I understand that games cheat to keep things challenging, but when you do all that grinding and engineering to get one of the most powerful combat ships in the game and then you get humiliated by a medium level NPC in a starter ship, that goes too far and that is nothing but demoralizing.
Granted, all my weapons are gimballed, because I am new to combat and I only recently was able to engineer the thrusters and the Anaconda was a bit sluggish till then, but even so the damage the cannons do is so weirdly inconsistent, especially against small and medium ships. They seem to work more reliable against big ships, which is why I guess that just too many shots are missing against the smaller ones.
Then again, I see a lot of those red cloud effects the incendiary ammo makes, even when shooting at small ships, so I seem to be hitting well enough.
Maybe there is too much of a Stone-Paper-Scissors thing going on in this game, where your setup will be super overpowered against some NPCs and then total garbage against others and trying to prepare for everything will just end up making your load-out mediocre in every fight.
I chose the classical Laser+Multicannons combination, because I wanted to be effective in every combat situation, but I'm just not satisfied with the cannons.
If it weren't for the power draw and heat issues, I would have replaced them already.