Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I know full well that using them against shields is hopeless! But so many of the upgrades improve it's strength against shields!! D:
I want an upgrade that improves its strength against hulls
You were right about the armor piercing though. Only trouble is I'll need to upgrade them a lot to get it.
They're also viable as a counter to SLFs and Light Fighters, before I had G5 Drives my Corvette ran a G5 Expanded Capacity small seeker launcher. It worked pretty well, as a Federation pilot I was mostly facing Gu-97s(A major annoyance for a Vette without modded enginers) and a Seeker could reliably one-shot them at distance.
For burst damage against hulls you have a couple of options, what works best will depend on your ship choice and your natural flying style. I fall back on Multicannons, although they're not a burst-damage weapon their sustained damage will easily crack through hulls, even on a fully armoured Combat Zone ships. My Corvette has two C4 Fixed Multis, both G5 Overcharged. They're a little tricky to aim, being a fixed gun. But the DPS is absolutely incredible, they can smash apart even relatively big ships with ease.
I sometime swap them for Long-Range + Penetrating Shot Fixed Cannons. For Bounty Hunting against big targets, and simple fun-factor. These have massive burst-damage, but they're not very user-friendly. Much like a Sniper Rifle there's a lot of movement to account for, and a long cooldown if you miss. Multis ultimately have better DPS, even if they're not quite as fun or satisfying.
And on my smaller ships I usually follow a mix of lasers and multis. It's not the most exciting loadout but it works well. The only exception to that is my crazy "double-double" Vulture. Which has two Doubleshot scatterguns. It's not practical, pragmatic or sensible. But it's a lot fun, and an interesting challenge.
There are Rapid Fire and extra capacity.
The special effects are thermal mod ( good vs shields ), heat mode, drag.
Rapid fire is what he wants for burst damage for sure.
Grade 5 Rapid fire
Damage -15% -13% Negative
Distributor Draw -25% -36% Positive
Jitter +0.5% +0.25% Negative
Reload Time -50% -65% Positive
Rate Of Fire +53% +66% Positive
Plus experimental effect - Oversized +2.9% Gamage, Power Draw 5%
I don't want to spend more time and money refilling my misiles.
When I fire a missile, I want it to matter.
I'm upgrading a large gimbled multi-cannon to have corrosive shells, and be more "efficient." My hope is that this will help the missiles do more damge.
Missiles aren't really ever a viable choice for that. Try a cannon instead - now *that* has some burst damage.
Sturdy cannon with high yield shell. That's fun. Although Force Shell can also be good fun, but less powerful than it used to be. You can still play pinball with smaller ships.
My Corvette runs two High-Yield G5 Sturdy, and they're both Fixed. It's a challenge to use it well, normally I save my ammo for big targets. But once the shield goes down, the burst and module damage is fantastic. I've wrecked Pythons and Clippers with a single twin-barrel shot through the powerplant. It's one of those endlessly satisfying things every Elite player should do once.