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Cannons cause a better hull piercing damage, and can be modded for high yield (internal modules damage).
If you can place shots with a good precision, then cannons will give you better module destruction.
Multicannons you can use as a distributor-friendly all-round weapon.
There are plenty of wanted ships out there you can test your weaponry on, and you'll get bounty credits for it as well. Don't be afraid to explore different ways of playing Cmdr o7.
Where they really excell is sniping modules though, since their pierce values are much higher and their breach chance, too. They also do more damage to harder hulls because of the pierce.
The high yield special effect on cannons is devastating. I wield 2 fixed huge cannons and 1 large cannon on my corvette and you really don't want to get hit by those. All modules pop like popcorn if I hit.
MCs are fun, too. There's a lot of fun in an all MC federal gunship.
I usually use cannons up to class 3 then multis, that said depends what you want to do. If you like flying close to your target dancing around and taking out modules then cannon, if you like chasing your target and straight damaging the hull then multis.
I find multicannons a much better choice, the damage is great, and with corrosive shell you get a flat 25% damage increase to hull, that isn't including the damage boost from overcharged, and they seem to hit more consistently than cannons (I know they have a faster fire rate, I'm talking about tapping once just to get the corrosive effect, works best on smaller ships)
Hope this helps.
Module sniping - cannons.
Sorry for the late reply, was really busy shortly after I posted. I agree they'd be pretty good with module sniping. I've never tried it myself, I prefer to go in with brute force as I'm not a ninja pilot :P
Think if I fit a huge cannon and large cannons on my Anaconda it will take out enemy powerplants quicker than their hull?