Questions about incendiaries

1. Do they stack?
2. Do they do more damage than corrosive?
3. Do they do more damage than no experimental effect at all?

I can honestly say i saw much difference between 2 incendaries and one corrosive and one g4 with no experimental effect.

I put two medium incendiary MC on my FDL and its cooking my ship :) Before i spend a utility slot on a heatsink launcher i want to make sure its worth it, otherwise i will jsut convert one to corrosive.
 
1. They do stack.
2. On shields yes on hull no.
3. On hull no on shields yes.

Keep in mind that your MC will be fully thermal, so good for shields(like lasers) bad for the hull.
 
Last edited:
Their purpose is to improve damage against Shields with a downside of reduction against hull (and some heat).
It allows you to use less lasers (so can have more hull damaging MC), and/or helps against the large hi ranked ships that spam SCBs
With just 1 corrosive, the hull damage of ALL the incendiaries is boosted back up to where you would expect it to be
 
1. Do they stack?
2. Do they do more damage than corrosive?
3. Do they do more damage than no experimental effect at all?

I can honestly say i saw much difference between 2 incendaries and one corrosive and one g4 with no experimental effect.

I put two medium incendiary MC on my FDL and its cooking my ship :) Before i spend a utility slot on a heatsink launcher i want to make sure its worth it, otherwise i will jsut convert one to corrosive.

There have been quite a few changes to how incendiary effects work since they were introduced and I described the changes to incendiary multicannons in detail in this post: https://forums.frontier.co.uk/showt...s-Incendiary?p=5427275&viewfull=1#post5427275 It might be worth reading if you want to sort out how they were changed over time to what we currently have.

Despite being a projectile weapon they currently inflict thermal damage and basically function like an ammo-dependent energy weapon. They are essentially very similar to the plasma repeaters on the SLFs.

To answer your questions:
1. Yes, each effect is applied individually so you only get the incendiary effects on weapons that have been modified. The mod applies to the weapon itself, it's not a damage "buff" effect like the corrosive rounds.

2. The incendiary rounds do more damage to shields and less damage to hulls compared to corrosive multis because their damage type has changed due to the incendiary modification. However, the corrosive damage buff (which weakens the target's hull resistance) applies to all damage inflicted, meaning that it "stacks" on top of the existing thermal weapon damage from incendiaries. This means that having a single corrosive multicannon hitting the target will increase the damage output of your incendiary multis against hulls.

3. The base damage type is changed from kinetic to thermal so the main effect is that the damage is much better against shields and much lower against hulls. The incendiary modification also applies a ROF penalty of -5% so they would do less damage due to that penalty but the more important issue is the change in damage type.

It's worth noting that the major advantage of incendiary multicannons over lasers is the much better damage dropoff and maximum range compared to laser weapons. Comparing an incendiary muticannon to an efficient beam laser, the incendiary multicannon doesn't have damage dropoff until 2 km and has a maximum range of 4 km while the beam laser has damage dropoff staring at 600 m and has a maximum range of 3 km. This means that you can deliver effective damage at a much farther range with incendiaries. You can also snipe at a larger target and stay outside the effective damage range of laser turrets while still delivering effective damage with the incendiary multis. The main disadvantage of course is the need for ammunition but in terms of both alpha damage and sustained dps an incendiary multicannon will generally outperform laser weapons (at least until you run out of ammo).

Regarding your FDL, yes, it has heat issues with incendiary multis. The solutions are to either improve the powerplant thermal efficiency (with a low emissions mod), use heatsinks (which the FDL can carry plenty of due to having 6 utility slots) or timing your fire to allow the ship to cool down. In the prior engineering system it was also possible to roll a large number of incendiary mods to generate ones with reduced thermal load secondary effects which also helped substantially. My FDL currently uses all of those strategies in order to run a full set of overchanged mutlis which is great fun to use and obliterates shields but will still eventually overheat the ship with sustained fire.
 
Last edited:

Powderpanic

Banned
Hey Op,

Sadly due to resistance augmentation being so common now, incendiary is basically useless.

More heat generated, less damage to most hulls and no difference on most shields ( Might be different for PVE but NPC's die so quickly, who cares )

Back when they were released they were bugged and retained both kinetic and thermal damage. It was also before the ROF nerf to over charged.
It was a glorious time and everyone running Multicannons was super fun and ships died in a reasonable lenght of time, unlike today.

This got patched and having this mod became pointless. Autoloader is the one to go for.

Only time they are of use, is if you come up against a PURE MJ build with zero thermal resistance. Which is pretty rare tbh.

Powderpanic
The Voice of Griefing
 
Hey Op,

Sadly due to resistance augmentation being so common now, incendiary is basically useless.

This is only really an issue for PvP where players can generate extremely high resistances across the board and Engineer out any "weaknesses" plus generate high total MJ capacity shields along with multiple SCBs. In most PvE situations even high-rank NPCs don't have high thermal resistances so you are still far better off using thermal weapons to take down shields since that is still what NPCs will be most vulnerable to. That's where incendiary multicannons are ideal as an alternative to lasers.

Against PvP opponents you're dealing with a completely different situation with completely different mods so you really have to build to whatever the current PvP meta happens to be. That's why I don't really bother with PvP since I have no interest in contintually reassessing my build. Plus most "PvP" in Open usually consists of ganking/trolling/griefing which I also have no interest in.
 

Powderpanic

Banned
This is only really an issue for PvP where players can generate extremely high resistances across the board and Engineer out any "weaknesses" plus generate high total MJ capacity shields along with multiple SCBs. In most PvE situations even high-rank NPCs don't have high thermal resistances so you are still far better off using thermal weapons to take down shields since that is still what NPCs will be most vulnerable to. That's where incendiary multicannons are ideal as an alternative to lasers.

Against PvP opponents you're dealing with a completely different situation with completely different mods so you really have to build to whatever the current PvP meta happens to be. That's why I don't really bother with PvP since I have no interest in contintually reassessing my build. Plus most "PvP" in Open usually consists of ganking/trolling/griefing which I also have no interest in.

So by your exact reasoning then. The hulls of these NPC's will be standard miltary(most of the time), which means by default higher resistance to thermal.
Meaning your time to kill, although still easy as pie. On NPC's will be increased.
So Thermal not really making a huge win here is it?
NPC Shielding is stupidly weak regardless of weapons, even on Elite Corvettes in CZ.

But that aside.

You don't get involved in PVP but are happy to continue the lies about PVP in Open just being gank city. KEK

Are you a member of a large well known private group perchance?

Powderpanic
The Voice of Griefing
 
Last edited:
The wing assassination targets are alot like fighting player ships flown by npcs, i have not had the time or managed to get into a situation where proper analysis of just what kind of engineering these ships have and how they vary, its definitely some thing to think about for the pve players used to kitten weak npcs.
 
So by your exact reasoning then. The hulls of these NPC's will be standard miltary(most of the time), which means by default higher resistance to thermal.
Meaning your time to kill, although still easy as pie. On NPC's will be increased.
So Thermal not really making a huge win here is it?
NPC Shielding is stupidly weak regardless of weapons, even on Elite Corvettes in CZ.

But that aside.

Against certain high-rank NPCs that fly larger ships equipped with SCBs you will need good thermal alpha strike damage to get through their shields efficiently. Plus there are many other advantages that I've already mentioned for incendiaries. Stating that incendiaries are "useless" is just not true for PvE at all.

You don't get involved in PVP but are happy to continue the lies about PVP in Open just being gank city. KEK

Sorry but I've seen the typical "PvP" activities that occur in Open and ganking/trolling/griefing covers it quite well. The only "good" PvP I've had has generally been when I encounter another player on an opposite side in a CZ and they decide to stay and fight. Those have been good fights because they were closer to fair odds (maybe 1-2 other players, not a wing of 4 ganking a single player) and everyone is in a combat ship expecting to fight. Unfortunately that type of PvP is a tiny fraction of what is usually encountered in Open.

Are you a member of a large well known private group perchance?

I play exclusively in Open and have since the game launched. I've never joined a private group and I don't even enter Solo to mode-switch the mission boards.
 
Last edited:
Multi cannons are shown with 4 km range and 2 km fall off start, but when using multi cannon turrets these stats are wrong. They stop fire beyond 2 km.
 
Back
Top Bottom