PvP Size 4 module killer for FDL?

I'm building a niche FDL and I would like to put a weapon to kill modules in the size 4 slot of my FDL - mainly for blasting power plants and drives of corvettes/anaconda/cutters. What would work best for this specific purpose?

I've had a fair bit of experience with rails so a superpenetrator longrange5 rail (or imperial hammer?) is an option..and I've used them before but it seems so wasteful to put a size2 in a size4 slot. I'm thinking instead of a fixed overcharge5 high yield cannon, which should REALLY pack a punch assuming it can land....the problem is that I haven't spent a lot of time aiming with fixed projectile weapons and I'm concerned about my ability to target modules...however it will be mainly at close range which might be ok. I could alternatively use a fixed longrange5 Cannon for it's faster projectile speed; or even go gimballed (ugh) to hit to modules more reliably. Although the jitter there concerns me.

Any thoughts?
 
You have four c2 slots to put rails in.
People often use rail/PA combos; 2x LR rails and 3x efficient or focused PA.

I use G1 LR all around, rolled for low thermal.

https://pbs.twimg.com/media/DVgbzguVwAAqbqJ.jpg:large
https://pbs.twimg.com/media/DUTjF3fU0AEinwx.jpg:large

That will change in the new system.
I'll be switching to G5 LR on the rails, but I'll wait to see what they do about the PAs for now.
I never dedicated the time and mats to get good G5 rolls so mass rolling G1 LR is a decent substitute in the old system.
 
Huge cannons are great, three good hits will wreck an NPC anaconda powerplant. Modding it for long range to get the shot speed up really makes a difference as does just a little bit of back thrust before you fire a gimbaled one. Fixed ones I've found not so good for modules (but that could be my aim).
 
Huge cannons are great, three good hits will wreck an NPC anaconda powerplant. Modding it for long range to get the shot speed up really makes a difference as does just a little bit of back thrust before you fire a gimbaled one. Fixed ones I've found not so good for modules (but that could be my aim).

Thanks for the input. I may end up going gimballed as well - fixed sounds good for destroying the guts of a ship but for sniping power plants and drives I have my doubts.

I'm leaning towards a G5 longrange gimballed high yield huge cannon, designed to be used at point blank range. With all the overcharged power plants that the big 3 run, I have to think it'll be deadly - probably only a hit or two to blast it and one or two more to kill the ship.
 
Thanks for the input. I may end up going gimballed as well - fixed sounds good for destroying the guts of a ship but for sniping power plants and drives I have my doubts.

I'm leaning towards a G5 longrange gimballed high yield huge cannon, designed to be used at point blank range. With all the overcharged power plants that the big 3 run, I have to think it'll be deadly - probably only a hit or two to blast it and one or two more to kill the ship.

You need to get a feel for where it can and can't hit with gimballed, I pull the nose up and dab back thrust before firing it. In terms of raw hull damage three(ish) shots will kill an unshielded type six.

Never tried it out in PVP.
 
For the huge slot, no weapon is better for killing modules than a fixed overcharged high yield cannon. With the current system you can get 120+ damage per shell and because it's converted to explosive it rips modules out of ships.
 

The Replicated Man

T
I'm building a niche FDL and I would like to put a weapon to kill modules in the size 4 slot of my FDL - mainly for blasting power plants and drives of corvettes/anaconda/cutters. What would work best for this specific purpose?

I've had a fair bit of experience with rails so a superpenetrator longrange5 rail (or imperial hammer?) is an option..and I've used them before but it seems so wasteful to put a size2 in a size4 slot. I'm thinking instead of a fixed overcharge5 high yield cannon, which should REALLY pack a punch assuming it can land....the problem is that I haven't spent a lot of time aiming with fixed projectile weapons and I'm concerned about my ability to target modules...however it will be mainly at close range which might be ok. I could alternatively use a fixed longrange5 Cannon for it's faster projectile speed; or even go gimballed (ugh) to hit to modules more reliably. Although the jitter there concerns me.

Any thoughts?

Class 4 Fixed Cannon with Overcharged Grade 5 and High Yield Shell Modification absolutely wrecks modules
 

ryan_m

Banned
Class 4 Fixed Cannon with Overcharged Grade 5 and High Yield Shell Modification absolutely wrecks modules

This is the answer. Gimballed cannons are trash.

The only issue with high yield is that angle of impact matters a LOT. The math for the "cone" of damage from it depends on some penetration values, so it can end up missing the module if you hit where it's close to the surface. You want some stuff between the impact point and the module for it to be really effective.

Super pen rails are probably the single most consistent module sniping weapon, but no c4 version of it. Long range beam is also good for module sniping.
 

The Replicated Man

T
This is the answer. Gimballed cannons are trash.

The only issue with high yield is that angle of impact matters a LOT. The math for the "cone" of damage from it depends on some penetration values, so it can end up missing the module if you hit where it's close to the surface. You want some stuff between the impact point and the module for it to be really effective.

Super pen rails are probably the single most consistent module sniping weapon, but no c4 version of it. Long range beam is also good for module sniping.

A class 4 Plasma can also be used very effectively. Problem is the huge distro draw and its harder to actually snipe with. But when a module is hit dead on it does insane damage
 

ryan_m

Banned
A class 4 Plasma can also be used very effectively. Problem is the huge distro draw and its harder to actually snipe with. But when a module is hit dead on it does insane damage

I've definitely done my share of module sniping with PAs, but it's more luck than anything else. Any small movement will change impact point unless they're flying in a straight line, so sometimes you get lucky and you get a 100-0% plant snipe, other times you get nothing.
 

The Replicated Man

T
I've definitely done my share of module sniping with PAs, but it's more luck than anything else. Any small movement will change impact point unless they're flying in a straight line, so sometimes you get lucky and you get a 100-0% plant snipe, other times you get nothing.

Agreed.

I hope they buff lasers in the new update. I just love the sound and look of a beam chewing through hull :D
 
As a 5 PA FDL Pilot, when they hit a module...its done. Ive exploded big boys with lots of hull left. Now once 3.0 drops, high yield cannons. Now a c4 high yield cannon is like a power plant nuke launcher but the penetration before the high yield explosion is wonky...and can confirm in beta was working flawless. I took the shields down on a decent armored python without targeting modules using a c4 fixed g5 oc hy cannon I took 5 shots and went to the panel after the 5th shot to check module health and he exploded before i could get the pannel up.
 
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