Revisiting force shell again. Nice video. Thanks. I am playing around with a flechette launcher build and I thought about using large force shell cannons with long range for velocity along with that. Not to bring the shields down but to disrupt the opponents flight path while I pepper them with the flechette launchers to disable them. Once disabled, the cannons can wreck the power plant. This is also fun when going against targets next to a station that have a warrant. As CMDRs try to hide against the station, pushing them into the station with force shell might be fun.
In the duamta CG, my unengineered viper mk4 had lots of fun against other gankers with its only engineered 2 small long range force shell cannons to disrupt people's aiming before PA shots and try to powerplant snipe with flechettes. Didn't really work on the powerplants but did kill a dude's drive. PS, Force shells can fully spin out a FA on fighter
I've played around with cannons a fair bit trying to make them work. For best effect you want to use the largest hardpoint you ship can fit. Support the cannon with an array of shield focused weapons. For engineering you will want to use short range, to offset damage losses from high yield. Overcharged can also work, but even with gimbals the target ship is liable to evade at long distances so the extra range isn't relevant. No matter what you pick the cannon is a close range weapon due to the shell speed, so best to lean into it, plan on engaging at distances under 2km. Use gimbals to capitalize on your ability to strike internal modules via sub targeting.
Go full damage on the cannon engineering. I have a Krait MKII like that. 2 volleys erase a Python's shields. Once shields are down, it's normally only 2-3 volleys to destroy it. Like 3 volleys for an Anaconda. At one of those sites, not haz rez.
Interesting ship name, but I don't think the myth is as much a myth as you think. I've subjectively observed better results alternating shots, but I'll admit I haven't dedicated any time to collect precise measurements with a friend.
Revisiting force shell again. Nice video. Thanks.
I am playing around with a flechette launcher build and I thought about using large force shell cannons with long range for velocity along with that. Not to bring the shields down but to disrupt the opponents flight path while I pepper them with the flechette launchers to disable them. Once disabled, the cannons can wreck the power plant.
This is also fun when going against targets next to a station that have a warrant. As CMDRs try to hide against the station, pushing them into the station with force shell might be fun.
I was wondering how the force shell actually scaled thanks for explaining that :)
In the duamta CG, my unengineered viper mk4 had lots of fun against other gankers with its only engineered 2 small long range force shell cannons to disrupt people's aiming before PA shots and try to powerplant snipe with flechettes. Didn't really work on the powerplants but did kill a dude's drive.
PS, Force shells can fully spin out a FA on fighter
Whats a good engineering to go with high yield shells?
I've played around with cannons a fair bit trying to make them work. For best effect you want to use the largest hardpoint you ship can fit. Support the cannon with an array of shield focused weapons.
For engineering you will want to use short range, to offset damage losses from high yield. Overcharged can also work, but even with gimbals the target ship is liable to evade at long distances so the extra range isn't relevant.
No matter what you pick the cannon is a close range weapon due to the shell speed, so best to lean into it, plan on engaging at distances under 2km. Use gimbals to capitalize on your ability to strike internal modules via sub targeting.
So it doesn't make ships spin anymore, unless they are other players with faoff.
😢
I've got an Alliance Crusader with all canons and a fighter 😂. It's ridiculous and stupid, just like me.
And I love it.
Only pve of course 😂
Go full damage on the cannon engineering. I have a Krait MKII like that. 2 volleys erase a Python's shields. Once shields are down, it's normally only 2-3 volleys to destroy it. Like 3 volleys for an Anaconda. At one of those sites, not haz rez.
Interesting ship name, but I don't think the myth is as much a myth as you think. I've subjectively observed better results alternating shots, but I'll admit I haven't dedicated any time to collect precise measurements with a friend.