Just love the Advanced Missiles (ever since your Alliance build vid). If the enemy ship has point defense, target them with ya missiles, when it reloads a couple of hits will take it out.... or so the theory goes!
That's not a bad shout. I'll try to do that next time. Although it's like trying to thread a needle while on a rollercoaster trying to hit a specific module with Dumbfire missiles, lol. But yeah I can see how that would work. Thanks for the tip!
Sounds like an interesting idea. You'd likely struggle getting shields down though. Maybe go with one short range Cytoscrambler to work on the shields. Otherwise you're gonna have a real hard time getting the cannon to do what they're good at.
@@BigJeec Yeah that might work. Although my reasoning for the missiles was this: Class 1 Hardpoints have a penalty to hull damage vs larger ships. So Class 1 Cannon would do pretty reduced hull damage against something like a Cutter (they have low armour penetration and larger ships have higher hull hardness). Just because that's how the devs made the weapons. To make big ships seem, well, big. So their damage is reduced by a variable percentage. There are probably spreadsheets somewhere that give the exact figures. Point is, Class 1 projectile weapons vs any Large ship are severely nerfed in terms of damage. So you have to rely more on module damage. And Cannon only have a 60% hull breach chance. Meaning they'll only damage a ship's modules just over half the time. AND unless you use the High Yield Shell experimental, they are not super efficient at taking out ships from the inside, either. But the High Yield Shell experimental nerfs the damage they do even more. So you'd be literally fitting peashooters to your ship. Dumbfire Missles have a 100% breach chance, meaning they ALWAYS breach the hull and damage modules. And they do splash damage to multiple modules at once, AND they do explosive damage which all the insides of a ship are weak to. And they don't suffer the same damage penalty as Cannon since their armour penetration is only bettered by Railguns (which have all kinds of drawbacks to balance them). Fitting Advanced Missile Racks engineered for high capacity gives you more shots than a Cannon, and more chance to take out larger ships from the inside. I think with class 1 Cannon you really might struggle to do the same amount of damage. But give it a go and let me know how it works!
Just love the Advanced Missiles (ever since your Alliance build vid). If the enemy ship has point defense, target them with ya missiles, when it reloads a couple of hits will take it out.... or so the theory goes!
That's not a bad shout. I'll try to do that next time. Although it's like trying to thread a needle while on a rollercoaster trying to hit a specific module with Dumbfire missiles, lol. But yeah I can see how that would work. Thanks for the tip!
Not sure what you were worried about - that was some epic dogfighting ! Well done :)
Thanks.
I think I can I think I can
Lol, that's basically my entire combat mentality. Fearless to the point of stupidity sometimes, lol.
I'd be curious to test this build with Fixed Class1 cannons G5 short range.
Sounds like an interesting idea. You'd likely struggle getting shields down though. Maybe go with one short range Cytoscrambler to work on the shields. Otherwise you're gonna have a real hard time getting the cannon to do what they're good at.
@@Kaethena That's what I had in mind, change the missiles for cannons. Won't do as much damage but will be easier to land the shots.
@@BigJeec Yeah that might work. Although my reasoning for the missiles was this: Class 1 Hardpoints have a penalty to hull damage vs larger ships. So Class 1 Cannon would do pretty reduced hull damage against something like a Cutter (they have low armour penetration and larger ships have higher hull hardness). Just because that's how the devs made the weapons. To make big ships seem, well, big. So their damage is reduced by a variable percentage. There are probably spreadsheets somewhere that give the exact figures. Point is, Class 1 projectile weapons vs any Large ship are severely nerfed in terms of damage.
So you have to rely more on module damage. And Cannon only have a 60% hull breach chance. Meaning they'll only damage a ship's modules just over half the time. AND unless you use the High Yield Shell experimental, they are not super efficient at taking out ships from the inside, either. But the High Yield Shell experimental nerfs the damage they do even more. So you'd be literally fitting peashooters to your ship.
Dumbfire Missles have a 100% breach chance, meaning they ALWAYS breach the hull and damage modules. And they do splash damage to multiple modules at once, AND they do explosive damage which all the insides of a ship are weak to. And they don't suffer the same damage penalty as Cannon since their armour penetration is only bettered by Railguns (which have all kinds of drawbacks to balance them).
Fitting Advanced Missile Racks engineered for high capacity gives you more shots than a Cannon, and more chance to take out larger ships from the inside. I think with class 1 Cannon you really might struggle to do the same amount of damage. But give it a go and let me know how it works!
@@Kaethena ahh... you're most definitly right, I guess I try too much making the cannons work right..sigh.