Where should I put my corrosive MC?

Currently sat at Tod's base with only enough mats to apply one more G5 OC upgrade and don't know what to do! (allowing for the grade drop of the effect adjustment).

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

I know the default response is 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 now I have the incendiary MCs to chew through shields, do I need the laser? Is it still beneficial to keep because of the scramble and unlimited ammo? Or would I be better off swapping it for a G5 OC MC with Corrosive? As the hull is now the harder part to take down?

TL;DR:

Should I swap a small turreted pulse for a corrosive MC, purely to gain the debuf...

or

Replace the large gimballed G5 OC Pulse with scramble for a large G5 OC MC with corrosive and hope they update the corrosive effect to scale with weapon size at some point? Which will not only get my the debuf, but will also gain a load of hull damage due to the MC itself...
 
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Any last minute input on this? I'm torn between putting it on the small MC as the optimum way of gaining the corrosive debuf, or giving myself a nice symmetrical loadout by putting it underneath in the place of the pulse?

Just not sure if the switching of the large HP from thermal to kinetic would speed up or slow down the overall length of time it takes to bring down an enemy? Although obviously that depends what ratio of shield to hull hitpoints they have...
 
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Small, because the effect itself reduces hull damage now - so you want your bigger MCs to be doing full damage.
 
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I would put it to hard point that has the best firing arc, so the debuff is applied always. This usually means hard points on top side of ship. (In anaconda that is the hard points near the front top of the ship). You want to avoid putting it under your ship because you usually have your ships hull in way for it to shoot at enemy while in turning fight.
 
Small, because the effect itself reduces hull damage now - so you want your bigger MCs to be doing full damage.

So a large MC would probably be doing less DPS than the pulse due to the corrosive effect reducing its hull damage?

I guess keeping the scramble spectrum effect would be good too, I'm just trying to avoid having one random MC on the corner of my ship. haha

Looks like it's going to have to be the small MC though, seems to come out on top for every reason.

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I would put it to hard point that has the best firing arc, so the debuff is applied always. This usually means hard points on top side of ship. (In anaconda that is the hard points near the front top of the ship). You want to avoid putting it under your ship because you usually have your ships hull in way for it to shoot at enemy while in turning fight.

Also a very good point, the underside large HP on the Corvette is in a terrible position and it's generally only firing for half the time the huge hardpoints are firing because my enemies always seem to be 'on top' of my ship.
 
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Yea I hate the symmetry being screw up myself, and yes, as Thetele said it also needs to be on a hardpoint that will make sure it's applied and has a high uptime :)
 
Yea I hate the symmetry being screw up myself, and yes, as Thetele said it also needs to be on a hardpoint that will make sure it's applied and has a high uptime :)

I guess I could always find some more mats and put both the small hardpoints as OC MCs with corrosive. That way my OCD will be kept at bay, and it means I'll always be applying the effect whichever side of the ship the enemy is on... :D
 
Yea about the time you mod them out though, FDev will change the debuff to be based on hardpoint size or something.
 
Small, because the effect itself reduces hull damage now - so you want your bigger MCs to be doing full damage.

Could someone elaborate on this? I cannot find anything in the release notes about changes to corrosive. Are you saying that corrosive weapons do less damage to hulls, instead of more damage?
 
Have you considered getting your corrosive mod from an MC with high capacity magazine rather than OC? The loss of ammo capacity from corrosive is pretty significant and cuts down on your combat endurance.
 
Could someone elaborate on this? I cannot find anything in the release notes about changes to corrosive. Are you saying that corrosive weapons do less damage to hulls, instead of more damage?

Pretty sure this was mentioned in the beta forums along with the incendiary changes, but I could be wrong or it didn't go live.
 
Could someone elaborate on this? I cannot find anything in the release notes about changes to corrosive. Are you saying that corrosive weapons do less damage to hulls, instead of more damage?

What he (I think) means is that although the corrosive effect increases hull damage from ALL weapons, it decreases the DPS of the specific weapon carrying the modification as far as I know?

Have you considered getting your corrosive mod from an MC with high capacity magazine rather than OC? The loss of ammo capacity from corrosive is pretty significant and cuts down on your combat endurance.

I had and it sounded ideal at first, but then I realised I can just synthesise more ammo on the fly using extremely easy to find mats. And as CMDR MassiveD pointed out in another thread, every DPS counts if you get caught in a PVP fight! My train of thought was that if I'm in a CZ or RES I'll have loads of time to go into my menus and make more ammo, and if it's a PVP fight it shouldn't last long enough for ammo to be an issue...
 
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Pretty sure this was mentioned in the beta forums along with the incendiary changes, but I could be wrong or it didn't go live.

That hasn't been my experience in either 2.1, or 2.2.

I run Corrosive on my Class 4 MC. Uptime is high (fires slower but isn't constantly reloading) and even with the half ammo penalty that Corrosive brings, it's enough to last as long as Class 2s running Incendiary. Another advantage of the Class 4 is it has NO wind up time. It fires instantly while your other MCs are spinning up. Corrosive's usually applied before they fully spin up and start firing.

Incendiary was the one that was nerfed in the 2.2 beta. Both it's thermal and kinetic damage, as well as a +200% thermal load. Corrosive still does full kinetic damage at the cost of half the ammo capacity.
 
I have corrosive on a medium (OC5) gimballed multicannon on my Anaconda. It's nice and all, but I find I run out of ammo there first.
 
That hasn't been my experience in either 2.1, or 2.2.

I run Corrosive on my Class 4 MC. Uptime is high (fires slower but isn't constantly reloading) and even with the half ammo penalty that Corrosive brings, it's enough to last as long as Class 2s running Incendiary. Another advantage of the Class 4 is it has NO wind up time. It fires instantly while your other MCs are spinning up. Corrosive's usually applied before they fully spin up and start firing.

Incendiary was the one that was nerfed in the 2.2 beta. Both it's thermal and kinetic damage, as well as a +200% thermal load. Corrosive still does full kinetic damage at the cost of half the ammo capacity.

Well good to know :) I run it on a medium since that is the smallest I use, and I always have synth mats for reloads. Thank goodness I don't need them for 6x packhounds anymore.
 
In the end I decided to swap both the small points for MCs...

1 x Overcharged and 1 x High Capacity Corrosive, you can definitely tell the difference when the MCs start hitting the target.

Now to start working on defense now my offence is sorted!
 
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