Mind you, that isn’t the final plan for the build. I’ll be running two APA’s once I can engineer both my Powerplant and the PA’s (due to power issues)
Double frag cannons can be insane as well. Pacifiers have a tighter spread, but do slightly less damage. On a ship like the Vulture (which is very manoeuvrable, and thus, can easily control the range of engagement), I’d go with normal Frags, since you’ll be able to get (and stay) close enough for the full spread of the Frags to hit, which will end up in more damage compared to Pacifiers. If you’re not comfortable with pulling that off though, go Pacifiers. They’re the safer option
As for mods, the only three that are really worth it are:
- Double shot: loose a tiny bit of range, but doubled clip size, and thus, buffs your burst ROF
- Overcharged: raw damage increase, at the cost of clip size and increased distributor draw
- Rapid fire: lower distributor draw and faster reload, at the cost of damage, ROF, and a slight increase in jitter
As for the experimental effects, the following are most worth it:
- Drag munitions: Ships hit will fly as if they have 0 pips into ENG. Has no drawbacks.
- Screening Shell: increases effectiveness against munitions (meaning you can shoot down missiles and the like better), and decreases reload time by 50%. Has no drawbacks.
What combo to take? Depends. However, if you want to deal disgusting amounts of damage, go with Rapid Fire+Screening Shell. This allows for absolutely horrific amounts of DPS.(Check this example of a full Frag cannon FGS VS an heavily engineered Corvette). Bring materials for ammo synthesis for long missions though, since you’ll burn through ammo quicker than Greece does through bailout money