Elite Dangerous

Elite Dangerous

Huge multicannon
Which mod works better on this one - overcharged or rapid fire? Ship Mamba.
Last edited by Spicy_Satoshi; Jun 6, 2019 @ 3:47am
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Showing 1-15 of 16 comments
Chro (Banned) Jun 6, 2019 @ 5:39am 
overcharged all the way, rapid fire sux balls
Mr Robert House Jun 6, 2019 @ 8:06am 
Overcharged. For smaller ones I use high capacity but ♥♥♥♥ the large multicannons rediculous spin up.

if it's your only weapon that can be corrosive, then make it so.
Insert Name (Banned) Jun 6, 2019 @ 8:20am 
Originally posted by Mr Robert House:
For smaller ones I use high capacity but ♥♥♥♥ the large multicannons rediculous spin up.

Huge beams used to be worse. They are better now. Have you tried one lately? Tried a pair of huge MC overcharged on my vette and meh lacklustre. Had the corrosive mod. But not the ridiculous spin up as before. Could be just me, I haven't used a huge multi-cannon since i rode an FDL. But it does seem heaps better.
Last edited by Insert Name; Jun 6, 2019 @ 8:21am
Agony_Aunt Jun 6, 2019 @ 9:51am 
I concur, you don't want rapid fire. Avoid anything that adds jitter. Its horrible.

I once outfitted a ship with burst lasers with rapid fire and intertial impact. It made for an amazing light show but couldn't hit a type 9 at point blank range.

I wish sturdy mount provided a reduction in jitter, that might make inertial impact somewhat usable.
Originally posted by Agony_Aunt:
I once outfitted a ship with burst lasers with rapid fire and intertial impact. It made for an amazing light show but couldn't hit a type 9 at point blank range.
Ah, yes, I remember that, too! "It's just 3 degrees of the jitter - it can't be that bad", - I thought. Wrong! :)
Spicy_Satoshi Jun 6, 2019 @ 11:06am 
Originally posted by Agony_Aunt:
I concur, you don't want rapid fire. Avoid anything that adds jitter. Its horrible.

I once outfitted a ship with burst lasers with rapid fire and intertial impact. It made for an amazing light show but couldn't hit a type 9 at point blank range.

I wish sturdy mount provided a reduction in jitter, that might make inertial impact somewhat usable.

Done. g6 OC + autoloader all the way. Packs hell of a punch!

by the way speaking of jitter inertial impact check this out, you could also use cytoscambler for extra spice :)

https://www.youtube.com/watch?v=P_Vcni7YwSc
Yes, the intertidal impact large bursts do shred everything to pieces. The problem is to hit the target with it! You can't hit an Asp with it from 500m away! ;)
https://youtu.be/sen8Tn8CBA4
Last edited by Dolphin Bottlenose; Jun 6, 2019 @ 11:20am
Short Range Blaster for Gimballed version. Cuts range to 1.5k, and matches the Falloff range, so your bullets just disappear at 1.5k. However, it's more energy efficient (if you need that) and gimballed weapons aren't going to hit anything reliably over 2k anyway. And Mamba can close any gap fast. Heat might be an issue if you use Incendiary rounds though.
imdavidfindley (Banned) Jun 6, 2019 @ 5:53pm 
HUGE MULTI-CANNON IS WRONG WEAPON FOR MAMBA PLZ OK THANK YOU
Originally posted by imdavidfindley:
HUGE MULTI-CANNON IS WRONG WEAPON FOR MAMBA PLZ OK THANK YOU
No, writing in ALL CAPS is wrong.

Using huge kinetic weapons is not wrong - small kinetic weapons have a hull piercing penalty against large ships.
Mr Robert House Jun 7, 2019 @ 5:22am 
I have a friend who uses a huge multi on a mamba and the other mounts for anti shield. It seems to be good.
Spicy_Satoshi Jun 7, 2019 @ 6:24am 
Here is what I have on my Mamba. CZ/Res setup, works real nice.

H multi oc + autoloader
L beam long range + oversized
L multi oc + corrosive
S beam long range + thermal vent
S railgun long range + cascade
Matiati Jun 24, 2020 @ 7:37pm 
If you are in a fast and agile ship (Fer-de-lance, Mamba etc...) short-range-blaster is much better than overcharged.

There a few reasons for this:

1. Multicannons (especially gimballed ones) will hardly hit the enemy over 2 kilometers due to tracking deviations of the gimballed weapons. Plus the falloff for mcs start over 1.8 km. Which means even if you hit you'll deal significantly less damage over 1.8 kms.

2. Short-range-blaster (SRB) does not draw extra power from the distributor (like overcharged). Meaning you can fire longer with SRB modded weapons. Some consider this effect to be too low for multi-cannons (as they already draw small amount of energy). But I don't think it is the case. Because freeing up 1 pip from weapons is great as you can assign it to shields or engines during fight. If you use SRB then you can continuously fire the huge multi-cannon (together with other multi-cannons in your setup) with only 1 pip in weapons.

SRB mods add up some extra heat generation to the weapon. But for multi-cannons this addition is ignoreable. Plus during multi-cannon reloads your ship will get cool fast enough to enable another salvo.
Last edited by Matiati; Jun 24, 2020 @ 7:41pm
Lich Lord Jun 24, 2020 @ 8:32pm 
I found rails to be ineffective for me. I run 1 Huge efficient beam with thermal vent, 2 L Frag cannon 2 S Frag cannons. Modded with expanded capacity. Completely melt ships hulls of all sizes. Nothing lasts more than a few seconds in Res zones.
Hobo Misanthropus Jun 24, 2020 @ 9:18pm 
Originally posted by Agony_Aunt:
I concur, you don't want rapid fire. Avoid anything that adds jitter. Its horrible.

I once outfitted a ship with burst lasers with rapid fire and intertial impact. It made for an amazing light show but couldn't hit a type 9 at point blank range.

I wish sturdy mount provided a reduction in jitter, that might make inertial impact somewhat usable.

Inertial Impact, Rapid Fire, Cytoscramblers, You can hit stuff behind you.
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Date Posted: Jun 6, 2019 @ 3:45am
Posts: 16