Elite Dangerous

Elite Dangerous

Leigh Mar 10, 2018 @ 4:54am
Torn! MC experimental effects for PVE.
In general I am aiming for 2 beams for shield stripping in the "middle" hardpoints, and MCs in the largest and smallest of any given ship.

For example, on a 'Vette the L and the two Ms would hold beams, with the MCs in the other slots. On a FDL, two of the Ms as beams, rest MCs.

One small MC will have Corrosive, but what about the other slots? Remembering it is primarily for hulls, which EE?

Auto Loader, Incendiary, Mult-Servos?
Originally posted by Tough2Name:
Originally posted by lei07:
Yeah, large, so if you already have beams for shield stripping, the Incendairy modifier is counter-productive, yes?
If you intend to never use your multicannons on shields to conserve ammo, yes, it would be fairly counter-productive to my knowledge. You're better off going for an experimental like auto-loader or Oversized to get that dps increase while maintaining your kinetic damage.
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Showing 1-15 of 21 comments
Salt_Extractor Mar 10, 2018 @ 5:02am 
You should definatly google this stuff but I'm pretty sure every1 runs Corrosive+Incendiary.
Leigh Mar 10, 2018 @ 5:05am 
Originally posted by ihavenowingss:
You should definatly google this stuff but I'm pretty sure every1 runs Corrosive+Incendiary.

Well, the thing is, a lot of the info is outdated, things have changed, PLUS, that build is mostly for people with all MCs.

I currently have that set up and I feel that the Incendairy may be a mistake, so I'm asking here.

I've spent days looking into this, so please refrain from assuming I am too lazy to research.
Salt_Extractor Mar 10, 2018 @ 5:10am 
The PvE build posts are extreamly rare as just about anything you bring can work. The only differance at the end of the day is how much ammo will you be using per kill. And I think incendiary with it's overall dmg increase and bonus shield dmg is the right option.
Jankules Mar 10, 2018 @ 5:13am 
For maximum dps all Overcharged exept one with ammo capacity mod plus corosive,rest with OC plus autoloader.Inc are no more option because gr 5 OC now gives you 70% damage increase and increased temp.Plus with that beams you will overheat very often.
Last edited by Jankules; Mar 10, 2018 @ 5:18am
Leigh Mar 10, 2018 @ 5:14am 
Originally posted by ihavenowingss:
The PvE build posts are extreamly rare as just about anything you bring can work. The only differance at the end of the day is how much ammo will you be using per kill. And I think incendiary with it's overall dmg increase and bonus shield dmg is the right option.

Sorry but again you are not reading the post. I clearly stated that I intend on using beams for shield work. The MCs will be just for hull damage.

If Incendairy rounds converts a lot of the kinetic damage to thermal then you are decreasing the effectiveness, yes?

If it augments the current damage with thermal then yes it is worth taking, but the current in-game description reads:

"Modified ammo system capable of delivering superheated rounds, increasing damage and converting a large portion to thermal."

To me, that states a coversion, not addition. It may have been an addition at one time, but no longer.
<Caeris↝ Mar 10, 2018 @ 5:31am 
Dmg. with incendiary Mcs:

https://coriolis.edcd.io/outfit/federal_corvette?code=A0pyttFolodDsyf57o7o-------------4o05-------02012h.Iw18ZlA%3D.Aw18ZlA%3D.H4sIAAAAAAAAA%2BP4F8HAwPCXFUj84QESLDbf%2Fv9nnSLIwMDWIczA8J%2BTgPx%2FBgYAMlJU70MAAAA%3D.EweloBhBmUHYBsIBmBTAJqgTgQwDYD6AxgPZYBuqALlaiCAIwTNA


Dmg. with vent Beams:

https://coriolis.edcd.io/outfit/federal_corvette?code=A0pyttFolodDsyf50x0x-------------4o05-------02012h.Iw18ZlA%3D.Aw18ZlA%3D.H4sIAAAAAAAAA%2BP4F8HAwPCXFUj8kQMSrFMEGRjYOoQZGP5z4pb6z8AAALA0pQI5AAAA.EweloBhBmUHYBsIBmBTAJqgTgQwDYD6AxgPZYBuqALlaiCAKwCcTQA%3D%3D




You see that you can do more dmg. with beams, but only if you´re engagment range is max. 600 and let us don´t forget about the heat/distributor draining problem.

The Mcs do less dmg. , but you can shoot much longer -> more dmg. over the time.
Your engagment range can be 1800 for max. dmg. and it´s easier to destroy the pp.


Add:

What i forgot to say: Don´t forget about the resistance from the other ship (hull/shield).
That can change much on your current dmg. .
Last edited by <Caeris↝; Mar 10, 2018 @ 5:35am
Leigh Mar 10, 2018 @ 5:33am 
Originally posted by Caeris:
Dmg. with incendiary Mcs:

https://coriolis.edcd.io/outfit/federal_corvette?code=A0pyttFolodDsyf57o7o-------------4o05-------02012h.Iw18ZlA%3D.Aw18ZlA%3D.H4sIAAAAAAAAA%2BP4F8HAwPCXFUj84QESLDbf%2Fv9nnSLIwMDWIczA8J%2BTgPx%2FBgYAMlJU70MAAAA%3D.EweloBhBmUHYBsIBmBTAJqgTgQwDYD6AxgPZYBuqALlaiCAIwTNA


Dmg. with vent Beams:

https://coriolis.edcd.io/outfit/federal_corvette?code=A0pyttFolodDsyf50x0x-------------4o05-------02012h.Iw18ZlA%3D.Aw18ZlA%3D.H4sIAAAAAAAAA%2BP4F8HAwPCXFUj8kQMSrFMEGRjYOoQZGP5z4pb6z8AAALA0pQI5AAAA.EweloBhBmUHYBsIBmBTAJqgTgQwDYD6AxgPZYBuqALlaiCAKwCcTQA%3D%3D




You see that you can do more dmg. with beams, but only if you´re engagment range is max. 600 and let us don´t forget about the heat/distributor draining problem.

The Mcs do less dmg. , but you can shoot much longer -> more dmg. over the time.
Your engagment range can be 1800 for max. dmg. and it´s easier to destroy the pp.

Totally irrelevant to my question.
<Caeris↝ Mar 10, 2018 @ 5:46am 
Originally posted by lei07:

Totally irrelevant to my question.


Was only a description/explanation for your second "question"/theory (not main question).



For your main question:

You can use on all hardpoints Mcs overcharged with incendrary rounds except on 1 small one. There you use corrosive with high capacity.


And here´s my question:

Do you aim for modules or not if you talk about hull ?


Leigh Mar 10, 2018 @ 5:58am 
To me, hull and modules are covered under "hull". If you mean "Do you target the power plant?", then yes, of course I do.

So you're saying that with Incendairy rounds there is no real kinetic damage loss, even now after several changes over patches.

A simple yes or no to that is all that I am asking from this thread. If there is kinetic damage loss, then I'd be looking into autoloader or multiservos.
Una Salus Victis (Banned) Mar 10, 2018 @ 5:59am 
honestly, i just run my python with dual (or tri) rank 3 ax turrets, dual burst, or burst+high cap pack hound with thermal cascade..cannot wait to get these fully high capped!!!)

the ax cannons are amazing for pve(large ones that is) strip shields and hul nicely.

now that i have eng'ed it, i use a efficent beam with friend/foe on the nose... the ax cannons use very little power and are just...amazing for pve... tested alot of setups and cant find anything that works better for my play style for the top 2 mounts on my python...

even worked against the one gunship player who thought he would interdict me one of the rare times i didnt notice it put me in open play when i asked for our private group...dude couldnt chaff enough or pilot well enough to keep me in front of him... and my weapons off him...or me from ramming his ass... HAHAHAHA!!!!! he tried to run... death by python enima... LOL(cost me 20% hul because. my shields where down to less then 1 full ring thank to the last 2 rams...LOL.....the whole time...my turrets just pewing even when caffed hitting his shields more then not...LOL..gods he had to be a noob... or really really over confident...

wish i had my packhounds then...he would have been overheating to death LOL...
Leigh Mar 10, 2018 @ 6:03am 
Originally posted by Una Salus Victis:
Irrelevant drivel


#CinemaSinsSigh
Tough2Name Mar 10, 2018 @ 6:10am 
You could consider the Oversized experimental effect. It seems to stack multiplicatively with the 70% damage bonus of overcharged so the 3% damage bonus should be about an extra 5% over the base weapon.
Agony_Aunt Mar 10, 2018 @ 6:13am 
If you use corrosive its not bad to combine with high capacity since it if offets the ammo loss.
Leigh Mar 10, 2018 @ 6:15am 
Originally posted by Tough2Tame:
You could consider the Oversized experimental effect. It seems to stack multiplicatively with the 70% damage bonus of overcharged so the 3% damage bonus should be about an extra 5% over the base weapon.

That is indeed good thinking, and an option I had not considered.

After searching using various phrases along the line of "incendairy rounds damage modifier" I think I have found an answer that should still hold up. Please feel free to comment on it with relevant information or thoughts.

https://forums.frontier.co.uk/showthread.php/363834-A-question-about-how-incendiary-rounds-effect-multi-cannon-performance

"Question 2: Yes, incendiary MCs deal less damage to hulls than regular kinetic ones, at least against NPCs. Players are likely to have balanced resistances and take roughly equal damage from either type."

Which is what I thought when I created my OP. While stacking Incendairy is good for monoloaders, it isn't if you have some form of laser or other thermal weapon.

Now, I could be wrong still, but I have seena couple of answers akin to this. Any counter arguement?
<Caeris↝ Mar 10, 2018 @ 6:15am 
Originally posted by lei07:
To me, hull and modules are covered under "hull". If you mean "Do you target the power plant?", then yes, of course I do.

So you're saying that with Incendairy rounds there is no real kinetic damage loss, even now after several changes over patches.

A simple yes or no to that is all that I am asking from this thread. If there is kinetic damage loss, then I'd be looking into autoloader or multiservos.


With incendiary there´s not kinetic dmg. only thermal.
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Date Posted: Mar 10, 2018 @ 4:54am
Posts: 21