Engineers Which engineer modification go for with multi cannon ?

I did stipulate on huge only. And you do not run out on 2 highs I know I do em daily
MCs on large or medium etc do run out. But not those huge baby's
Well that is good to know. I have the vague recollection that the spin up time on huge is negligible too!
 
The OP is flying a Vulture and wants advice on that. Why are people chiming in with their builds on Annies, Corvettes et al? Irrelevant and no help.

OP: For a Vulture I'd go with either 2x Multicannon both overcharged, 1 corrosive, 1 incendiary (if fixed) or 1x multicannon overcharged with corrosive and 1x efficient beam laser with thermal vent (if gimballed). I wouldn't go turreted.
 
If your style is to get in close and knife fight, Short Range Blaster is a good option. Multicannons normally fall off at 2000m, so they don't get penalized as much as Lasers( fall off at 600m) with SRB.
Only one needs Corrosive. You could go with Oversized on the other to raise damage a little, or Incendiary to help vs shields.

A Long Range approach is also viable. If at extreme ranges like 6000m, targets become hard for sensors to resolve, and you could put Emissive munitions on one gun to help there - or mod the Sensors for longer range. Sometimes you might want to just poke a target to grab a bounty from afar. Vultures are fast and nimble, so you wouldn't be doing long range fighting unless you wanted- they can dictate the range most of the time.

If you are going to Bounty Hunt with police in the area, Smart Rounds might be something to consider. Not shooting the police is a bigger bonus than getting better gun performance, if they are helping you.
 
Sod all that. My cobra lll has 2x1 turreted beams efficient thermal vent.
And 2x2 short range rails armour penetration.
Can solo a low cz with this baby and synth once mebbe o)
 
For a Vulture, I'd go with overcharged beam with thermal vent and hi-cap corrosive MC. Strip the shields with the beam, start blasting with an MC, keep beam going for cooling.
 
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