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For module sniping, cannons are great.
Funnest Kinetic weapon is the Shock cannon though, however the inability to Engineer experimental modifications limits their practical applicability.
The Remote Release Flechette cannon (Basically a flak better at killing human ships modules) is tons of fun for Pirates too, as you can cripple modules extremely fast with a few good hits on lumbering cargo ships. But of course it is useless in real combat. Some interesting Pirate builds use low-power cannons (medium or small) on turrets with High Explosive X-mod combined with a Remote Release Flechette to completely ruin modules.
This. I call it the hidden Size 8 Hardpoint. 1100Tonnes moving at 500+ Meters per second kills anything shy of a space station with one good ram.
I havent tried them yet, but the other 'in thing' is said to be overcharged beam with the 'vent-when-hitting' mod.
I was going to open MS Paint and shop in a Cutter into the FGS hardpoints, but I gave up half way.
Its the thought that counts.
I really want some packhounds, but not done any powerplay and losing the ability to buy the signiture weapon when you jump ship is kinda sucky. I may look into it sometime as I'm not so keen on Prismatics anymore.
Advantage: No penalty for smaller hartpoints on cannons.
https://www.youtube.com/watch?v=pUcrdlIjvsI
I really, really do.
Packhounds are sooo worth it, watching your screen fill up with missiles flying around spastically brings a unique type of joy. Also, they're great for stripping external modules.
Hate it when SciFi gives me epic ideas and I can't quite adapt them to ED. Broadside flak barrages, phaser/photon combos, a multicannon that goes BBBRRRRTTTTTT.
Makes me remember my Elite 2 Frontier fantasties as a kid, everything from piloting Red Dwarf to doing those Robotech-esque missile swarms.
I really need to look into getting Packhounds :)