Engineers Overcharged MCs. Really?

I can understand that lasers can be overcharged. They are energy weapons after all. But how in the world do you overcharge multicannons?! I don't know any part of multicannon that can be "overcharged". And in-game, even if you overcharge MC with mods, it's bullet velocity remains same, meaning that Overcharged blueprint do not modify MC shooting mechanisms.

And the fact, that Huge MC with overcharged Grade 5 mod can have almost same damage as HUGE fixed BEAM laser! And the fact that Huge MC barely use 10% of energy Huge Beam uses to fire.

FD, please take a look, a DEEP look at your Engineers and their balance. Some mods just make other mods useless.
 
I can't wait for the meta PvPers to jump down your throat OP :D

How dare you try to take away their precious MC?!

*Chuckles in the background*
 
I can understand that lasers can be overcharged. They are energy weapons after all. But how in the world do you overcharge multicannons?! I don't know any part of multicannon that can be "overcharged". And in-game, even if you overcharge MC with mods, it's bullet velocity remains same, meaning that Overcharged blueprint do not modify MC shooting mechanisms.

My theory: The engineer bores out and strengthens the muzzle of the cannon so it can fire higher-calibre rounds. To achieve the same exit velocity with bigger (and so heavier) ammo would require more power. Hence overcharged.
 
Multicannons are what Pulse Lasers used to be. The beginner weapon and of all the simpliest to use. With the damage buff plus the overcharged blueprint they are the best DPE/DPS weapon at the moment now for dealing raw damage. But besides that they are not really overwhelming. Just raw DPS, nothing else. Wouldn't mind if overcharged MCs were gone, wouldn't mind if they would stay.

However, how is FD gonna change engineered modules? They would have to adjust all the crafted modules until now ... ALOT of work. :D
 
Multi cannons are the best for dealing raw damage to hull (especially with the help of corrosive), raw damage to shields (with the help of incendiary), and arguably one of the best for sniping interior modules (with the help of gimballed) This is all true BEFORE considering the g5 overcharged mod (arguably one of the best mods in the game). So yeah, frontier really has an odd concept of balance.
 
I can understand that lasers can be overcharged. They are energy weapons after all. But how in the world do you overcharge multicannons?! I don't know any part of multicannon that can be "overcharged". And in-game, even if you overcharge MC with mods, it's bullet velocity remains same, meaning that Overcharged blueprint do not modify MC shooting mechanisms.

Ignore the term "overcharged" and it will make more sense. You also need to know a little bit about firearms and how they work. So the real question is, how do you make a gatling or rotary cannon more "powerful"?

First, you increase the fire rate. That is in part how the "overcharged" mod works.
Second, you increase individual round damage, using a heavier round or a higher muzzle velocity. Given velocity is the same the rounds themselves likely use heavier projectile weight with a correspondingly higher propellant charge that maintains the same muzzle velocity. That is the second part of how the mod works.
Distributor draw is simply an upgrade for the gatling motor (presumably electrically powered) to maintain the ROF, which is neglible on most multicannnons.
Finally, adding special round effects such as incendiary or corrosive is a major advantage as well.

Just ignore the fact that the names are going to sound silly on a projectile weapon and it will make a lot more sense.
 
Overcharged is just a game-term for 'high-powered'... not sure why that's a difficult jump?

Its not illogical to use the term - many rifles use the same projectile bore, but different projectile and/or gunpowder charge weights (Hornet, Magnum, etc)

An 'overchanrged multicannon' is just modified to accept more powerful ammunition, or fire the same projectiles at higher velocity etc, which translates to more damage dealt to the target.
 
basically we've moved from pulse lasers for pve and rail guns for pvp to thermal shock multicannons for everything...
 
I can understand that lasers can be overcharged. They are energy weapons after all. But how in the world do you overcharge multicannons?! I don't know any part of multicannon that can be "overcharged". And in-game, even if you overcharge MC with mods, it's bullet velocity remains same, meaning that Overcharged blueprint do not modify MC shooting mechanisms.

And the fact, that Huge MC with overcharged Grade 5 mod can have almost same damage as HUGE fixed BEAM laser! And the fact that Huge MC barely use 10% of energy Huge Beam uses to fire.

FD, please take a look, a DEEP look at your Engineers and their balance. Some mods just make other mods useless.

They do more damage because rate of fire is increased and each round does more damage. Considering that each round huge multicannon round is probably about the size of your leg, there may be a lot of variance in the kind of explosives that can be used for that round. That would explain the increased damage.

Huge Beams do even more damage, except that they suffer from the disadvantage of not having an Overcharged 5 upgrade.
 
The entire engineer system is poorly thought out, unfinished, and uninspiring to say the least. They gave us the excuse of "we don't want metas" for not even putting in an actual crafting system and turned around and created this mess with the biggest meta they've ever seen not just for one type of build but for practically ALL of them. They nerf a few weapons into literal uselessness and then wonder why no one uses them and the majority of their players hate the RNGineers. It's almost like they try their hardest to ignore their own player base.

You know what really gets me? Increasing the power output of a laser somehow derps its targeting system and mounting introducing jitter to a long range mod, completely destroying its viabiity.
"Hey Bill."
"Yes Frank?"
"Lets make a sniping mod that reduces accuracy."
"Great idea Frank!"
 
Last edited:
I can understand that lasers can be overcharged. They are energy weapons after all. But how in the world do you overcharge multicannons?! I don't know any part of multicannon that can be "overcharged". And in-game, even if you overcharge MC with mods, it's bullet velocity remains same, meaning that Overcharged blueprint do not modify MC shooting mechanisms.

And the fact, that Huge MC with overcharged Grade 5 mod can have almost same damage as HUGE fixed BEAM laser! And the fact that Huge MC barely use 10% of energy Huge Beam uses to fire.

FD, please take a look, a DEEP look at your Engineers and their balance. Some mods just make other mods useless.

An increased rate of fire would make sense for an overcharged kinetic weapon.
 
An increased rate of fire would make sense for an overcharged kinetic weapon.
I still like an idea I remember from the beta:
For MCs and possibly cannons, instead of having overcharged, or any mod/effect that increases damage, you significantly increase the rate of fire and the ammo capacity for both the magazine and reserve, so you end up with the same effect on your DPS, but with something less gamey than just increasing the damage; and more satisfying because who doesn't love high rate of fire rotary cannons?
 
Last edited:
I still like an idea I remember from the beta:
For MCs and possibly cannons, instead of having overcharged, or any mod/effect that increases damage, you significantly increase the rate of fire and the ammo capacity for both the magazine and reserve, so you end up with the same effect on your DPS, but with something less gamey than just increasing the damage; and more satisfying because who doesn't love high rate of fire rotary cannons?

The higher rate of fire would also explain the higher power draw, heat generation and potential jitter, so yeah that would make perfect sense both gameplay and lore wise!
 
Multi cannons are the best for dealing raw damage to hull (especially with the help of corrosive), raw damage to shields (with the help of incendiary), and arguably one of the best for sniping interior modules (with the help of gimballed) This is all true BEFORE considering the g5 overcharged mod (arguably one of the best mods in the game). So yeah, frontier really has an odd concept of balance.
They have a concept of balance?
 
Overcharge = depleted uranium and a faster firing rate!!!!! Notice when you fire the MC 4, there is zero lag in firing, where as a MC 2 you pull the trigger and it waits a second or 2 before it actually fires....
 
Overcharge = depleted uranium and a faster firing rate!!!!! Notice when you fire the MC 4, there is zero lag in firing, where as a MC 2 you pull the trigger and it waits a second or 2 before it actually fires....
Nah, that would just be better for penetration of hull, not shields. DU is dense (and frankly an act of first world littering).
 
Back
Top Bottom