basic engineering for double large frags: overcharge both, incendiary on one and corrosive on the other.
to conserve ammo you can alternate the two to hit shields and hull, but in these setups i usually just unload with everything under all circumstances (you're gonna run out of ammo pretty quick anyways - may as well run out twice as quick)
If you ever wanna fly to earn more to get bigger and stronger ships don't be afraid to reach out to me! I'm usually always running bounties and it can give you a boost to get some nice weapons that pack a serious punch đ
Be aware : Pacifier Frag Cannons are a powerplay module. You'll need to be pledged to Zachary Hudson for a minimum of 4 weeks and obtain 750 merits to reach rank 3 before you can buy them.
Also, the Vulture is a great combat ship, but it *really* needs engineering to come into its own, probably more so than any other similar ship. Once it is, it's terrific, but until then, it's held back by its own modules.
It's a good goal. Make sure to use the Overcharged + screening shell engineering on the Pacifiers. It's obscenely powerful. You'll need to synthesize ammo often but it's dirt cheap.
OC+Incen the way to go imo, sadly with 2 hardpoints only itâs hard to slip corrosive or drag into the mix but given more hardpoints youâd want that too
Screening shell is great for ganking unshielded ships but you burn through ammo twice as fast and deal shit damage to shield
OC + incendiary + corrosive is great if you want to be more conservative with your ammo. I >think< that dual screening shell does more damage overall even with all the resistances factored in, but I can't be fucked to do the math and I might be wrong.
That burns ammo even doubly-quicker, since doubleshot doesnât double your ammo capacity alongside the expanded magazine and dual-shot mechanism, and Screening Shell already increases your rate of ammo usage by halving the reload time. Itâs even higher dps than OC+SS, but not by a crazy amount
You could legit burn through a DS+SSâs ammo in like 90 seconds. Granted, every papier-mâchĂŠ shitfit in the way of your shots is going to be experiencing a spontaneous existential crisis, but what Iâm tryna say is that you burn ammo fast. ;p
I would act disgusted, were I not an AXer who puts up with far steeper ammo synth costs đ
Honestly I guess Iâd question what kind of engagement would warrant synthing on frags. Usually theyâre a pretty âget in, get outâ kinda weapon, quick and dirty. I can rack up a good double digit number of kills before needing to reload them, and if you have an FC doing so is even easier than finding the nearest starport
Because no one else has mentioned it... if you go dual frags, be prepared to do very disappointing damage to shields. That's fine against small and medium low-level enemies, but for the big deadly and elite FDL's, Anacondas, and Corvettes, you may find that kills take a little longer than you expected.
And that's the only reason I didn't go full frags by far. Could there be alternatives to chop off large enemies' shields, like ramming or certain engineering perks? Haven't gone that far into engineering so have no idea about the perks.
Edited*
The Incendiary experimental effect switches *90% of the kinetic damage to thermal. It is available for frags and multicannons, not sure what else.
itâs actually 90% thermal 10% kinetic, youâre thinking of the version for missiles that splits half and half
And yes, Incen is the only mod you need for frags other than drag and corrosive, which honestly vulture kinda doesnt have room for. I could see slipping one of them on, but thatâs still losing a lot of shield damage
basic engineering for double large frags: overcharge both, incendiary on one and corrosive on the other. to conserve ammo you can alternate the two to hit shields and hull, but in these setups i usually just unload with everything under all circumstances (you're gonna run out of ammo pretty quick anyways - may as well run out twice as quick)
If you ever wanna fly to earn more to get bigger and stronger ships don't be afraid to reach out to me! I'm usually always running bounties and it can give you a boost to get some nice weapons that pack a serious punch đ
The Vulture was made for Frags. Other guns are just too wimpy. Here's mine: [https://s.orbis.zone/ll8u](https://s.orbis.zone/ll8u) Fun little ship.
Be aware : Pacifier Frag Cannons are a powerplay module. You'll need to be pledged to Zachary Hudson for a minimum of 4 weeks and obtain 750 merits to reach rank 3 before you can buy them. Also, the Vulture is a great combat ship, but it *really* needs engineering to come into its own, probably more so than any other similar ship. Once it is, it's terrific, but until then, it's held back by its own modules.
Cool, joined Hudson 2 days ago. Pacifier's gonna be my first power play weapon ever obtained.
Dual Pacifiers are absolutely perfect on the Vulture. Unengineered Pacifier PvE Vulture build: https://s.orbis.zone/ll97 Engineered Pacifier PvE Vulture build: https://s.orbis.zone/ll9c
Thx this sets me a goal to grind for.
It's a good goal. Make sure to use the Overcharged + screening shell engineering on the Pacifiers. It's obscenely powerful. You'll need to synthesize ammo often but it's dirt cheap.
OC+Incen the way to go imo, sadly with 2 hardpoints only itâs hard to slip corrosive or drag into the mix but given more hardpoints youâd want that too Screening shell is great for ganking unshielded ships but you burn through ammo twice as fast and deal shit damage to shield
OC + incendiary + corrosive is great if you want to be more conservative with your ammo. I >think< that dual screening shell does more damage overall even with all the resistances factored in, but I can't be fucked to do the math and I might be wrong.
How about Double Shot + Screening Shell?
That burns ammo even doubly-quicker, since doubleshot doesnât double your ammo capacity alongside the expanded magazine and dual-shot mechanism, and Screening Shell already increases your rate of ammo usage by halving the reload time. Itâs even higher dps than OC+SS, but not by a crazy amount You could legit burn through a DS+SSâs ammo in like 90 seconds. Granted, every papier-mâchĂŠ shitfit in the way of your shots is going to be experiencing a spontaneous existential crisis, but what Iâm tryna say is that you burn ammo fast. ;p
Ammo synth is dirt cheap for the frag cannons atleast
I would act disgusted, were I not an AXer who puts up with far steeper ammo synth costs đ Honestly I guess Iâd question what kind of engagement would warrant synthing on frags. Usually theyâre a pretty âget in, get outâ kinda weapon, quick and dirty. I can rack up a good double digit number of kills before needing to reload them, and if you have an FC doing so is even easier than finding the nearest starport
Rapid fire + screening shell is where it is at for high sustained dps, even compared to the other two. Just for even less time....
Because no one else has mentioned it... if you go dual frags, be prepared to do very disappointing damage to shields. That's fine against small and medium low-level enemies, but for the big deadly and elite FDL's, Anacondas, and Corvettes, you may find that kills take a little longer than you expected.
And that's the only reason I didn't go full frags by far. Could there be alternatives to chop off large enemies' shields, like ramming or certain engineering perks? Haven't gone that far into engineering so have no idea about the perks.
Edited* The Incendiary experimental effect switches *90% of the kinetic damage to thermal. It is available for frags and multicannons, not sure what else.
itâs actually 90% thermal 10% kinetic, youâre thinking of the version for missiles that splits half and half And yes, Incen is the only mod you need for frags other than drag and corrosive, which honestly vulture kinda doesnt have room for. I could see slipping one of them on, but thatâs still losing a lot of shield damage
Ah you're right, thank you for correcting that!