So yeah, I have tested them as some others before and I make it quick:
They are confetti cannons. No damage whatsoever. Even a C1F pulse laser is more effective at everything.
The upsides:
- They can deal damage through shields
The downsides:
- Little to no damage
- 550 m/s shot speed (which is exceeded by quite a lot of ships)
- Can be shot down by PDTs
- Ignore velocity of firing ship
- Can damage yourself
- Small explosion radius
- Repels from objects instead of detonating
So you can see, there is absolutely no point in using them.
Their damage is 13 per shot and their total ammo count is 72+1 ... which equals to a total damage of 936 damage ... and only 50% of that is a guaranteed breach damage.
Considering your opponent has no MRPs, you technically *could* shoot out someone's weapons and/or thrusters but since its shot speed is only 550 m/s it is barely going to hit anything.
Even with possible engineering blueprints and effects I doubt this confetti cannon will be of any use.
To solve this issue, I'd suggest to tweak just a hand full of values for the next major update.
1. Double its shot speed to 1100 m/s. A flak needs to hit and this is only possible if the shot speed is higher than your opponent's flight speed, not lower.
2. Double the explosion radius. I can see the particles inside my cockpit and yet I am not damaged ... neither is my opponent.
3. Increase the ammo capacity to atleast 250 rounds.
4. Instant detonation upon direct hit with damage addition of 50% more (so you get rewarded for direct hits more instead of being punished by replling shots).
5. Allow engineering.
6. Increase raw damage by 200% from 13 to 39 while keeping the breach damage at 6.5/shot.
This should make it a little more relyable and a nice and unique weapon to use with the special effect of dealing module damage through shields and punish paper thin - no MRP shield tanks. Basically what a tarditional flak cannon is meant to be.
Larger ships are relatively unaffected due to their high armor hardness and seize of their modules.
EDIT: It's important to note to not take all proposed changes at once as it would be OP otherwise. Maybe take two for example increased shot speed (or adaptive speed in regards to ship speed) and higher ammo count.
They are confetti cannons. No damage whatsoever. Even a C1F pulse laser is more effective at everything.
The upsides:
- They can deal damage through shields
The downsides:
- Little to no damage
- 550 m/s shot speed (which is exceeded by quite a lot of ships)
- Can be shot down by PDTs
- Ignore velocity of firing ship
- Can damage yourself
- Small explosion radius
- Repels from objects instead of detonating
So you can see, there is absolutely no point in using them.
Their damage is 13 per shot and their total ammo count is 72+1 ... which equals to a total damage of 936 damage ... and only 50% of that is a guaranteed breach damage.
Considering your opponent has no MRPs, you technically *could* shoot out someone's weapons and/or thrusters but since its shot speed is only 550 m/s it is barely going to hit anything.
Even with possible engineering blueprints and effects I doubt this confetti cannon will be of any use.
To solve this issue, I'd suggest to tweak just a hand full of values for the next major update.
1. Double its shot speed to 1100 m/s. A flak needs to hit and this is only possible if the shot speed is higher than your opponent's flight speed, not lower.
2. Double the explosion radius. I can see the particles inside my cockpit and yet I am not damaged ... neither is my opponent.
3. Increase the ammo capacity to atleast 250 rounds.
4. Instant detonation upon direct hit with damage addition of 50% more (so you get rewarded for direct hits more instead of being punished by replling shots).
5. Allow engineering.
6. Increase raw damage by 200% from 13 to 39 while keeping the breach damage at 6.5/shot.
This should make it a little more relyable and a nice and unique weapon to use with the special effect of dealing module damage through shields and punish paper thin - no MRP shield tanks. Basically what a tarditional flak cannon is meant to be.
Larger ships are relatively unaffected due to their high armor hardness and seize of their modules.
EDIT: It's important to note to not take all proposed changes at once as it would be OP otherwise. Maybe take two for example increased shot speed (or adaptive speed in regards to ship speed) and higher ammo count.
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