How do people feel about Cannons?

I have 3 fixed class 3 cannons on my Python, and while they're fun to use and they have a satisfying impact, does anyone feel like they're a bit underpowered? They feel a bit more like rockets because of the trailing effect and they're a bit slow, plus they have some sort of explosive effect on impact, which makes them feel a bit like free-fired mini-rockets, not that I have a problem with that, but I feel like they should to a bit more damage.

How does everyone else feel about cannons?
 
I used em on my Viper for a bit and liked the damage. I think they got a nerf just before the end of beta phase.
 
I have 3 fixed class 3 cannons on my Python, and while they're fun to use and they have a satisfying impact, does anyone feel like they're a bit underpowered? They feel a bit more like rockets because of the trailing effect and they're a bit slow, plus they have some sort of explosive effect on impact, which makes them feel a bit like free-fired mini-rockets, not that I have a problem with that, but I feel like they should to a bit more damage.

How does everyone else feel about cannons?

If I remember rightly they were nerfed a while back (before I started playing, pre release actually I think) because they did more damage, but accurate players were able to use them too efficently, hit more often than was expected or something like that. I don't mind them now, but I think to be honest all ammunition based weapons could use all laser being nerfed a bit against hull, as right now there is little reason to take anything but all lasers and never have to reload or go back to a station to buy ammo...
 
I personally love kinetic weapons but hate the returning to station for ammo, especially for bounty hunting where staying in a 3.5mil/hr RES spawn is essential.
I really enjoyed flak cannons for the close up knife fight kill back when I was flying a Viper and then really enjoyed cannons + beam laser combo in my Clipper. Not a big fan of multicannons tbh but everything got set aside anyway when I got my Python with all pulse-laser build. Its just too powerful.

I agree with Beeston, minor nerf on hull damage would be good, possibly increase flak cannon ammo to 50 from its current 30 would be good.
 
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Like them on my cobra, nice satisfying thud.

Find the damage a bit intermittent, but are great for pythons and anacondas can take those down quite easily by targeting the Power Plant. Against medium ships (Cobra, Vipers etc) usually just use them up close'ish and when I'm sure I can get a hit. Against anything smaller (eagles, and sidewinders etc) you may as well just take them out with the old beam lasers unless you are right up their exhaust and directly behind them, but they are not worth the ammo to be honest.

I guess the main advantage is that they let me go up against much larger targets quite easily. In PvP they often give the attacker a nasty shock as not to many CMDRs use them, so things can seem quite even until a couple of rounds hit.
 
I use 2 turreted canons on the type 1 mounts underneath, and a type 4 fixed on the front. It is very good for subsystems on larger ships as mentioned above, and will still take out ~7% hull on an anaconda.

They are a little hit and miss, but their power and low ammo cost outweighs this I feel.
 
FYI, the sound of the cannons has been greatly enhanced in 1.3. The listening to explosion of the projectile on impact never gets old. :)
 

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They are good against big ships. Pretty useless against small stuff though. All they need to do is slightly evade side to side and they will miss every shot.
 
They are good against big ships. Pretty useless against small stuff though. All they need to do is slightly evade side to side and they will miss every shot.
Yeah that really is what kills it. I really hate how the computer always knows where you're looking..
 
Love 'me - just have to be up close and personal for them to be effective. Ideally within 500m of your target; the smaller the target, the closer you'll need to be.

It does take a LOT of shots to take down other ships. I fly an Asp with 5 cannons.... takes 3 volleys to take down an Adder (assuming shields are down first). That's up to 25 individual rounds, though I'm sure not all hit. An Eagle will take a couple of volleys. So they're no longer anywhere near as powerful as they were before the game was released, BUT they're still very efficient against hulls. They're basically cheaper and less powerful versions of dumbfire missiles, in my book.
 
Tried to make it work with Vulture and FdL when they just released those ships. Just doesn't work for me. Projectile too slow to hit consistently. I just use Multicannon or Plasma if I got the power to spare
 
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Consider people say a class 2 has a damage limitation against large targets I found 2 class 2 took down an anaconda power plant as fast as when I tried your set up of 3 class 3 cannons.

The class 3 were so not worth it. I was expecting alot and hugely disappointed. Still find 3 class 3 pulses a great compromise.
 
Don't use cannons anymore.

Can't say they are no good, but the use of lasers and to a lesser extent multi-cannons is much more convenient.
I prefer lasers though. Taking out power plants with class 3 beam lasers is so quick that I do not see the need to use an ammo dependent weapon. And there is no need to target power plants at all on ships smaller than an Asp. They just go poof if my 3 C3 beamlasers hit them.

What I disliked most about cannons is their low muzzle velocity.
 
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Very useful when you are low on capacitor as they do reasonable shield damage and you can keep banging out DPS while the cap recharges.

Deadly against subsystems if you are accurate.
 
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