Finally unlocked it today. Given the tendency for powerplay weapons to split their damage into 3 shots which forces you to spend more time and breach rolls to get module damage, my expectations were kind of low.
Fortunately, they exceeded my expectations by a lot. My initial attempts were with Short Range engineering, since as a gimbaled weapon they're going to be near impossible to aim with precision beyond close and medium ranges. I tried 3 of them on the Cobra V and the Alliance Challenger. When you trigger them you get 3 fairly rapid automatic volleys followed by a mandatory pause. The sound is really well done. 3 big booms.
The breach damage per shot was about 24 and the baseline breach chance is 60%. This means that your initial volley can be expected to do only 60% of the listed damage to a module on average, sometimes more and sometimes less depending on how the dice roll. Still, 216 potential breach damage to a power plant is a lot, and 129.6 damage to a power plant is still a very respectable number with expected breach rolls.
The big downsides are that you're susceptible to chaff, so all precision goes out the window in that case. Plus, I was noticing some failure to fire when gimbaled cannons were blocked by the hull.
If you're close by and lined up, and have corrosive active, you can do comical power plant damage to lower ranked ships. A competent Anaconda was planted by one volley of 3 Concord Cannons at 90% hull in haz res. Vultures and ships that skip hull day also seem to take a bunch of damage.
Fortunately, they exceeded my expectations by a lot. My initial attempts were with Short Range engineering, since as a gimbaled weapon they're going to be near impossible to aim with precision beyond close and medium ranges. I tried 3 of them on the Cobra V and the Alliance Challenger. When you trigger them you get 3 fairly rapid automatic volleys followed by a mandatory pause. The sound is really well done. 3 big booms.
The breach damage per shot was about 24 and the baseline breach chance is 60%. This means that your initial volley can be expected to do only 60% of the listed damage to a module on average, sometimes more and sometimes less depending on how the dice roll. Still, 216 potential breach damage to a power plant is a lot, and 129.6 damage to a power plant is still a very respectable number with expected breach rolls.
The big downsides are that you're susceptible to chaff, so all precision goes out the window in that case. Plus, I was noticing some failure to fire when gimbaled cannons were blocked by the hull.
If you're close by and lined up, and have corrosive active, you can do comical power plant damage to lower ranked ships. A competent Anaconda was planted by one volley of 3 Concord Cannons at 90% hull in haz res. Vultures and ships that skip hull day also seem to take a bunch of damage.