What engineering upgade to use on a huge multi-cannon would you recommend?

On my Corvette I currently have turreted pulses on the small and mediums, a gimballed G5 OC Pulse with Scramble on the large, and the two huge points are G5 OC MCs with Incendiary.

I know people will say the optimum would be to switch one or a couple of the smalls to corrosive MCs because the debuff doesn't stack, although that may change in the future.

But the specific answer I want to know, is would one corrosive and once incendiary huge MC be more effective than the two incendiaries I have now? (taking into account the nerf that incendiary got in 2.2)

More effective would be to have 2x HUGE MC OC IR and 1x SMALL MC OC with Corrosive Shell.

Since corrosive weapons are mostly there for de-buff, not to do damage, so it's perfect to transform corvettes one useless small slot into a game changing de-buffer
 
More effective would be to have 2x HUGE MC OC IR and 1x SMALL MC OC with Corrosive Shell.

Since corrosive weapons are mostly there for de-buff, not to do damage, so it's perfect to transform corvettes one useless small slot into a game changing de-buffer

I've been trying to avoid changing one random turret as I don't like the idea of an unbalanced loadout though (I'm just fussy like that). And while I could cope with the MCs being one red and one blue, having one random MC on the front of the ship would annoy me! haha

Plus the smaller MCs are faster firing and run out of ammo in no time, but I guess I could apply the corrosive effect to a high capacity magazine upgrade to counter that?

Aside from my suggestion of high capacity magazine, is there any better mod to apply the effect to? Because as you said it's about the de-buff not the damage, so something which extends the useful firing period of the weapon is best?

Maybe I could even have 2 x small MC with Corrosive, but disable one until the first runs out of ammo. That way I could extend the corrosive effect for ages! (useful for CZ and Res farming etc.)
 
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I've been trying to avoid changing one random turret as I don't like the idea of an unbalanced loadout though (I'm just fussy like that). And while I could cope with the MCs being one red and one blue, having one random MC on the front of the ship would annoy me! haha

Plus the smaller MCs are faster firing and run out of ammo in no time, but I guess I could apply the corrosive effect to a high capacity magazine upgrade to counter that?

Aside from my suggestion of high capacity magazine, is there any better mod to apply the effect to? Because as you said it's about the de-buff not the damage, so something which extends the useful firing period of the weapon is best?

Maybe I could even have 2 x small MC with Corrosive, but disable one until the first runs out of ammo. That way I could extend the corrosive effect for ages! (useful for CZ and Res farming etc.)

For PVP I use Overcharged Small MC with Corrosive Shell, since every little bit of damage counts, but in PVE, extended mag is the best way to do it.

Or if you are Pro enough, you can switch between firing modes :

Mode 1 - all weapons active but small corrosive mc disabled
Mode 2 - all weapons active

You dont need to fire your small corrosive MC at enemy shields, so shoot mode 1 untill shield drop, mode 2 after shield drop.
That way you can use OC for all occasions and your ammo usage will be equal
 
For PVP I use Overcharged Small MC with Corrosive Shell, since every little bit of damage counts, but in PVE, extended mag is the best way to do it.

Or if you are Pro enough, you can switch between firing modes :

Mode 1 - all weapons active but small corrosive mc disabled
Mode 2 - all weapons active

You dont need to fire your small corrosive MC at enemy shields, so shoot mode 1 untill shield drop, mode 2 after shield drop.
That way you can use OC for all occasions and your ammo usage will be equal

I do mainly PVE tbh as I play in Mobius most of the time, although I had a bit of PVP while in CZs for the Community Goal this weekend, which was what prompted me to make the upgrades as I was surprised how durable some of them were!

I've already got the hang of fire mode switching, as before I got the Incendiary mods I had 1 mode for lasers only until the shields were down, then mode 2 engaged the MCs to rip the hull apart.

But now my IR MCs work on shields I could just make mode 2 for the corrosive MC. Ultimately I'm going to spend 99% of the time in PVE combat whether I'm in Mobius or Open, so I'll go for the extended mag first, then maybe put an OC version in storage at a later date just incase I need the engineer mats for something else in the meantime.
 
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But now my IR MCs work on shields I could just make mode 2 for the corrosive MC. Ultimately I'm going to spend 99% of the time in PVE combat whether I'm in Mobius or Open, so I'll go for the extended mag first, then maybe put an OC version in storage just incase I need the engineer mats for something else in the meantime.

I run high capacity magazine on all my corrosive multis it usually lasts as long a my huge OC'ed multis. It's just better practice as your not losing much dps on a small hardpoint. The only time I'd consider an OC corrosive multi is on a ship where I'm hardpoint limited and really need as much dps as possible. Also if your using incendiary rounds to chew shields and hull I'd consider changing some of them for something else as the the effect was fixed recently and their objectively worse then normal OC multis against hulls.
 
I run high capacity magazine on all my corrosive multis it usually lasts as long a my huge OC'ed multis. It's just better practice as your not losing much dps on a small hardpoint. The only time I'd consider an OC corrosive multi is on a ship where I'm hardpoint limited and really need as much dps as possible. Also if your using incendiary rounds to chew shields and hull I'd consider changing some of them for something else as the the effect was fixed recently and their objectively worse then normal OC multis against hulls.

I'ts not that simple, it also depends at what type of hull you are shooting at. IR MC's are still a fantastic choice
 
I'ts not that simple, it also depends at what type of hull you are shooting at. IR MC's are still a fantastic choice

It didn't say MCs I said incendiary MC. I meant to say change them to another effect. Their still okay but are worse then normal OC MCs at doing hull damage.
 
I run high capacity magazine on all my corrosive multis it usually lasts as long a my huge OC'ed multis. It's just better practice as your not losing much dps on a small hardpoint. The only time I'd consider an OC corrosive multi is on a ship where I'm hardpoint limited and really need as much dps as possible. Also if your using incendiary rounds to chew shields and hull I'd consider changing some of them for something else as the the effect was fixed recently and their objectively worse then normal OC multis against hulls.

I'ts not that simple, it also depends at what type of hull you are shooting at. IR MC's are still a fantastic choice

I just had a sudden realisation that I can synthesise more MC ammo while I'm out using common mats, thus rendering the benefit of high capacity MCs void.

I do still have a non elemental huge G5 OC MC that I could swap for one of the IR versions if I need to. (thanks FD for module storage/transfer!)

But my epiphany about ammo synthesis means that the G5 OC MC for the small corrosive is now the obvious choice?

EDIT: Or here's a new idea, do I leave all the turrets as they are and swap the class 3 OC pulse for a class 3 OC MC and put the corrosive on that? Sure it means I lose the scramble, but is that really effective against NPC? And with IR on the huge MCs shields should go down fast without the extra laser? But the 3rd (large) MC with corrosive will DESTROY hulls??
 
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