Elite Dangerous

Elite Dangerous

Leigh Mar 18, 2018 @ 8:45pm
Looking for fun alternative kinetic weapon.
Been using MCs since the dawn of time. I tired the other kinetic weapons pre Engineers and didn't really get on with anything.

But how are they now? I want something fun and effective for PVE that I can strap to something like a FGS or a Chieftain and just spam.
Last edited by Leigh; Mar 18, 2018 @ 8:49pm
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Showing 1-14 of 14 comments
Agony_Aunt Mar 18, 2018 @ 9:10pm 
If you are good at getting up close and personal then frags are awesome. Insane DPS, but you have to be close.

For module sniping, cannons are great.
Witcher Mar 18, 2018 @ 9:14pm 
If you can keep target in sight constantly, the plasma accelerators or rail guns are equally effective at stripping shields and hull, except you need to manage their heat levels.
Hobo Misanthropus Mar 18, 2018 @ 9:28pm 
Frags are insane on a few ships, Chieftain and Vulture particularly. One of the Federal ships uses Frags to extreme effect as well, it might be the FAS, I don't think it's the gunship.

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.
Last edited by Hobo Misanthropus; Mar 18, 2018 @ 9:31pm
Hawk Mar 19, 2018 @ 1:10am 
Federal Assualt Ships and Gunships make great kinetic weapons :)
Ben Drinkin Mar 19, 2018 @ 2:39am 
The imperial cutter is quite possibly one of the most effective kinetic weapons ever designed.
Hobo Misanthropus Mar 19, 2018 @ 2:43am 
Originally posted by HENRY BE PRAISED:
The imperial cutter is quite possibly one of the most effective kinetic weapons ever designed.

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.
Trickle Mar 19, 2018 @ 2:58am 
The fun weapon you are looking for is Plasma. Takes some skill to land shots. So satisfying when hitting.

I havent tried them yet, but the other 'in thing' is said to be overcharged beam with the 'vent-when-hitting' mod.
Leigh Mar 19, 2018 @ 4:25am 
Originally posted by HENRY BE PRAISED:
The imperial cutter is quite possibly one of the most effective kinetic weapons ever designed.

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.
Leigh Mar 19, 2018 @ 4:27am 
Might give cannons a go, any mod suggestions? I should have been more specific and stated that I'd include "explosive" weapons too, as I still consider them kinetic.

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.
Blind Reverend Mar 19, 2018 @ 4:33am 
I use beside my burst lasers, just old fashioned fixed cannons modded to full damage.

Advantage: No penalty for smaller hartpoints on cannons.
Leigh Mar 19, 2018 @ 5:31pm 
Wish this was a thing.

https://www.youtube.com/watch?v=pUcrdlIjvsI

I really, really do.
Ben Drinkin Mar 20, 2018 @ 1:31am 
Originally posted by lei07:
Might give cannons a go, any mod suggestions? I should have been more specific and stated that I'd include "explosive" weapons too, as I still consider them kinetic.

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.
Rather late, but cannons are very useful against larger ships. They hit like a truck, if you can get them to connect. The projectiles travel fairly slow so if you're at range and your target changes vector even slightly you will probably miss. Even gimballed will miss frequently at high range, or against small ships. Modding for long range will increase projectile speed, and I've found high yield shell to be the most useful experimental effect.

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.
Last edited by Ben Drinkin; Mar 20, 2018 @ 1:43am
Leigh Mar 20, 2018 @ 6:02am 
Finding cannons tricky to live with, will keep practising though.

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 :)
M00NSH0T Mar 20, 2018 @ 6:28am 
plasma g5 efficient with experimentals. hybrid kinetic / energy, but behaves like kinetic. Fixed cannons are a close second. Go for both if you can get the lead distances to line up with engineering.
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Date Posted: Mar 18, 2018 @ 8:45pm
Posts: 14