Whats the best weapon to put in a Size 4 Slot?

I've tried a variety of things and always come back to a fixed LR beam with thermal (whatever causes enemy to overheat) effect. It's great for taking down shields at range as well as popping off ships trying to escape - the FSD + thermal laser overheats them to the point of destruction :D
 
Okay so I just tried a bit of a combination of lasers and MCs.


2 Size 1 focused Burst and a Size 3 focused burst.


2 Size 2 Overcharged Multi's with Incendiary and 2 Size 4 overcharged MCs with incendiary. ( I didn't have the arsenic for corrosive)


It seemed to do okay in a Threat 5 pirate activity signal?
 
Okay so I just tried a bit of a combination of lasers and MCs.


2 Size 1 focused Burst and a Size 3 focused burst.


2 Size 2 Overcharged Multi's with Incendiary and 2 Size 4 overcharged MCs with incendiary. ( I didn't have the arsenic for corrosive)


It seemed to do okay in a Threat 5 pirate activity signal?
I assume armored power plant? That’s a great way to mitigate heat and get some extra power
 
It'll really depend on your style.

Your LR Thermal Vent beam is for stand-off tactics.

You could fight up close and get fixed efficient beams.

I use Autoloading overcharged Mulitcannons for the sounds.
The sound of a large multicannon is nice.

I have 2 beams, 2 pulse , 2 imperial hammers and the size 4 on my cutter is a multicannon. I don't recommend hammers if you aren't yet a good shot with regular rails and rails don't come as a size 4 so you don't have to worry about it in the context of your question.

In practice, I rarely actually use the large cannon much. Its just added insult to the hammers.
 
Every time I go back to my Vette I end up spending hours, if not days trying different load outs again. For all the firepower it has, nothing ever seems to satisfy me with it (which is why I actually prefer the Conda for a large combat ship, I can easily settle on a good load out for it) due to convergence and PD concerns.

I have tired everything in the size 4s other than gimbal cannons, and usually end up with MCs, with the mediums and large being lasers, or beams with the large being an MC and sometimes missiles or rails in the mediums, with any build I can't get away from an emissive pulse and corrosive mc in the smalls. PAs just seem like a waste with lower time on target (not saying I'm great with them, but I'll occasionally nail an Eagle or Cobra with them). Cannons are with PAs, great fun at times and can be nasty, but just no way to land with them as often as MCs or lasers.
 
Something that doesn't need constant reloads, has decent damage output against all defenses. (Probably a laser)
Something that is fun, hilarious and still effective for what it does well. (Dumbfires in a fast, small ship)
 
Every time I go back to my Vette I end up spending hours, if not days trying different load outs again. For all the firepower it has, nothing ever seems to satisfy me with it (which is why I actually prefer the Conda for a large combat ship, I can easily settle on a good load out for it) due to convergence and PD concerns.

I have tired everything in the size 4s other than gimbal cannons, and usually end up with MCs, with the mediums and large being lasers, or beams with the large being an MC and sometimes missiles or rails in the mediums, with any build I can't get away from an emissive pulse and corrosive mc in the smalls. PAs just seem like a waste with lower time on target (not saying I'm great with them, but I'll occasionally nail an Eagle or Cobra with them). Cannons are with PAs, great fun at times and can be nasty, but just no way to land with them as often as MCs or lasers.
Vette needs a buff. Those two smalls need to be mediums. The large on the bottom is poorly placed too.

Plus all weapons need to have variants in every class size.

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I'm using two c4 fixed cannons, engineered for short range. Damage against any hull is massive. Modules hit by cannon rounds don't have any chances. Add high yield or force shell for more spice.
 
I'm using two c4 fixed cannons, engineered for short range. Damage against any hull is massive. Modules hit by cannon rounds don't have any chances. Add high yield or force shell for more spice.
Force shell huge cannons
B39AB976-B978-42D7-BFC2-B4EBA012D246.jpeg
 

Deleted member 182079

D
I've used several weapons in the past in the C4's, namely:

MC's - feel like missing rounds are an issue, been too long since I tried it but I found them underwhelming.
Beams - like a hot knife through butter with shields
PA's - very satisfying when they land, but it's very tricky especially with small ships
Cannons - similar to PA's but shields would have to be down first
Bursts - having these fitted right now (G5 efficient with multi-servos), because I'm contrarian and felt like trying them. They're ok and the strobe lighting effect is very disco

I think I'll go back to Beams again though, melting shields is what you need especially with many NPCs running shield tanks with seemingly unlimited SCBs. The hull can be decimated with various other weapons on the remaining hard points.

Edit - the fixed short range MC's seem interesting, too!
 
I'm still at competent in combat like the OP so I'm still learning (a lot). On my Vette, I have all efficient beam turrets everywhere except the two huge HPs which currently have fixed long range multicannons with corrosive rounds. I let those beams wear down their shields while I line up my fixed MCs for the kill. Works real nice but then, as I said I'm still learning.
I think I'll take Stealthies advice and try some long range C1s.
 
I assume armored power plant? That’s a great way to mitigate heat and get some extra power
No. Over overcharged power plant. I'm running very low on mats at the moment sadly so I'm stuck using old upgrades. I spent way too much time exploring and mining. Then I upgraded loads of stuff across 4 separate ships. I spread myself too thin. :(
 
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No. Over overcharged power plant. I'm running very low on mats at the moment sadly so I'm stuck using old upgrades. I spent way too much time exploring and mining. Then I upgraded loads of stuff across 4 separate ships. I spread myself too thin. 😛
Crystal sites, crashed ships for datax and then some smart Hge farming can solve that. But I’m right there with ya, a few incomplete ships myself.
 
2 Size 2 Overcharged Multi's with Incendiary and 2 Size 4 overcharged MCs with incendiary. ( I didn't have the arsenic for corrosive)

Honestly, if you're going to use pairs of MCs, you need to mod' at least one with Corrosive to get anything like the full effect.
Go get some Polonium from a Geo POI on Tiris 1c and then trade it down for Arsenic.
It'll only take half an hour.

I have 4A Efficient Beams on my 'vettes and, even against Elite Annie's and Cutters, once I've taken out their shields with my lasers I bring a pair of C2 MC's on-line and it only takes a few seconds to finish them off.

A pair of C4 MC's will do just as well (probably a bit better, TBH) but it'll mean that you're getting though more ammo' to explode stuff.
If you're using the 'vette to kill specific mission-targets that's not a big deal but if you're just hanging around RES's and CZ's it's kind of wasteful to use up ammo' swatting things like Cobras, Vipers and Asps.

Coriolis is refusing to cooperate with me but my 'vette loadout is as follows:-

2x 4A Efficient Beam Lasers (primary weapon used alone to kill small/medium ships).
1x 3B Overcharged Advanced PA (secondary weapon used to help soften up big ships).
2x 2F Overcharged MCs (primary weapon used in conjunction with Beams to kill large/tough ships).
2x 1G Long-Range Pulse Turrets (independant weapon, used to harrass targets).
 
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