Cannons (Gimballed/Turrets)

So I understand that cannons got a buff in the most recent update, however, I've only heard bad things about running them in Gimballed and Turret modes.
I'm looking to fill a couple of large (and maybe huge) hardpoints and I'm wondering if I should be considering the large boomsticks that are Cannons.

Also, are mod effects (such as Force Shell) more effective the larger the Cannon?

Thanks in advance ;)
 
Turrets are generally bad IMO, for combat you want either gimbaled or fixed. Turrets take way too much of a hit on DPS, and also they have bad fire control i.e. you don't directly control them with the trigger.

I would go gimballed, and then test various weapon combos on your different hardpoints. I'm not sure about the force effect, not many people use cannons as multicannons are very popular.

Your sig says your ship is a Corvette, the 'vette is maneuverable enough that turrets are a bad idea IMO.
Ok, I'm biased, every ship is maneuverable enough that turrets are a bad idea.

Edit: I suppose there are edge cases where turrets could help a Type 9 that gets interdicted by some Harmless NPC Sidewinder. However, for traders the best option usually is to run. The image of a trading ship defending itself using turrets against anything bigger than a viper is....comical.
 
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I'd say that gimballed cannons are fine, but the timing they require makes it so that you might as well go fixed instead.

Turrets are just terrible, they won't hit anything and run out of ammo while trying to snipe ships from 2 km.
 
Aight, thanks for the feedback guys. Won't bother with turrets and I think I'll try out a gimballed Cannon tonight and see how it performs. I'll give fixed a try if I feel I can hit anything smaller than a Farragut.
 
Laser turrets are great. Small Beam turrets are a great way to keep pesky small ships off your back while you focus on hitting stuff with the huge fixed weapons.
 
I run turreted frag cannons on my FdL and they work great for me.
I also run a pair of rails and fixed laser.

This setup works for me.

If big turreted cannons work for you, then do it.
 
I run turreted frag cannons on my FdL and they work great for me.
I also run a pair of rails and fixed laser.

This setup works for me.

If big turreted cannons work for you, then do it.

Turrets on a Fer-de-Lance?
For the love of the Spaghetti Monster, why? The ship is very maneuverable. I can kill Eagles with no issue.
I run Beam Lasers and a MC in the H Slot.
 
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Don't bother with gimballed/turreted cannons, I say as a long time Cannon user.

The point of Cannons is to deal massive burst damage while manuevering. Gimballed/turreted variants sacrifice your damage and velocity. This goes against the purpose of cannons - if you don't want, or cannot use a fixed cannon, then don't bother at all and just get a multicannon.


For special effects:

Dispersal field is good, it's basically chaff. Has no downsides, doesn't even decrease damage or anything.

Autoloader, amazing mod if you're going full-cannon. Since your cannons are getting reloaded while you're shooting them, your clip size is basically doubled and thus your overall DPS is increased aswell.

Force shell. I didn't use this myself - it adds jitter and jitter is rather bad for cannons. It scales with hardpoint size, but there's a maximum limit of force that you can apply, so more than one force shell cannon is useless. Also, it doesn't really do much against targets that are in FA ON mode, but it confuses FA OFF people quite a lot.

Thermal cascade. Good against anything that uses silent running or banks without heat sinks. Also good against people with overcharged powerplants, DD5s and overcharged incendiary weapons.

High-yield, decreases your total DPS by a small bit, but creates a AOE effect. Good for destroying more modules at once, requires less precision for module sniping than a regular Cannon. Good utility, but since shields are resistant to explosive damage, HY is bad if you're flying a full-cannon ship.
 
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I love the idea of pulling up alongside something and delivering full broadsides with cannons. But unfortunately turreted cannons are more ammo disposal units than weapons.
 
Turrets on a Fer-de-Lance?
For the love of the Spaghetti Monster, why? The ship is very maneuverable. I can kill Eagles with no issue.
I run Beam Lasers and a MC in the H Slot.

By Odin's Beard, I'd hope so. If you can't kill an Eagle you should probably take up Exploring.
I prefer killing Anacondas, but I don't get to choose what ship my marks fly.

I was wondering that myself.

Because it is a very maneuverable ship, and the turrets only fire when I'm close enough to my target. They're also automatic and independent of my fire groups, so I don't have to do anything except focus on my target and fly. It's really a beautiful thing. I'll take a video of my next Assassination mission and let that speak for itself.

It's kind of like - why would I go to Jimmy Johns and have someone make me a sandwich when I could go out into the kitchen and make one myself.
 
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Well, I managed to catch a decent video, so without further adieu..

[video=youtube;aTTTRRx5hDQ]https://www.youtube.com/watch?v=aTTTRRx5hDQ[/video]

Not exactly a hard-fought fight - I outclass my mark severely, but... pay attention to the turreted frag cannons, doing their own thing without my having to be concerned with them.

I'll grab another when I can and against a more challenging target.
 
Don't bother with gimballed/turreted cannons, I say as a long time Cannon user.
.
and i, as a long time cannon user say: gimballed cannons are amazing to shoot out powerplants. :) --- turreted cannons are very much useless.

with their high armour penetration value and having no damage drop-off, they great weapons to punch above your size... which might not be necessary if you fly a corvette, though - but I'm using small cannons on my DBS, overcharged, high yield special. i'm using a medium cannon on my courier for the same reason.
 
The larger the Cannon, the slower the tracking speed is. The c3, or Large, cannon really only hits effectively at close range. Huge gimballed cannon, I found to be near useless unless I could deliver the shell, by hand, to the hull. With the increase to shot speed and damage, Large and above Fixed Cannons are good choices for ships with the required agility to bring the target under it's sights. At that point, Fixed large/huge cannon, you may be better off with a PA.
 
Gimballed cannons are great slap a pair into upper hardpoints so the gimbals can lead your target as you pull up onto it and stick them in a separate fire-group so you have better control. If you set your gunsight to trailing you'll see their aiming reticules lag behind the target as you maneuver when they steady out on target let rip. Timed on target close range shots are really effective, blazing away just wastes ammo.

With high yield shells you can destroy an anaconda's power plant in 3-4 shots from paired C2 cannon (if you hit it right).

Force shells are fun as they send your target spinning, but no real use.

Auto loader is a waste of an experimental effect as the reload time for a new clip is short anyway.

Modded for rapid fire they are amazing, getting in close negates extra wobble.

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The larger the Cannon, the slower the tracking speed is. The c3, or Large, cannon really only hits effectively at close range. Huge gimballed cannon, I found to be near useless unless I could deliver the shell, by hand, to the hull. With the increase to shot speed and damage, Large and above Fixed Cannons are good choices for ships with the required agility to bring the target under it's sights. At that point, Fixed large/huge cannon, you may be better off with a PA.

If you try a little burst of back thrust just before you fire it really steadies out the huge cannons reticule, this runs counter to the get in close cannon instinct but really is effective for me.
 
Well, I managed to catch a decent video, so without further adieu..

https://www.youtube.com/watch?v=aTTTRRx5hDQ

Not exactly a hard-fought fight - I outclass my mark severely, but... pay attention to the turreted frag cannons, doing their own thing without my having to be concerned with them.

I'll grab another when I can and against a more challenging target.

It's ok, I think we get why you use turrets now buddy! [haha]

On a more serious note, Cannons are great for taking down PPs. All you need to get to grips with is the timing required to land pinpoint shots.
 
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The larger the Cannon, the slower the tracking speed is. The c3, or Large, cannon really only hits effectively at close range. Huge gimballed cannon, I found to be near useless unless I could deliver the shell, by hand, to the hull. With the increase to shot speed and damage, Large and above Fixed Cannons are good choices for ships with the required agility to bring the target under it's sights. At that point, Fixed large/huge cannon, you may be better off with a PA.

This! I treat cannons the same way I look at thermal weapons... Large or higher is a waste as thermal is for shields (no size penalty) and cannons punch above their class (no point in going any higher than medium).

Medium gimbaled cannons with a large PA work great on the python. I rolled a two medium cannon and Huge PA build on the cutter pre-engineer. With the added multicannon sizes, I find cannons and PA's to be a bit of a hindrance in maximizing TTK.
 
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