When I'm in the mood for a challenge, I love outfitting my ships with fixed cannons. Most people pick long range, not sure why - I pick short range blasters for the extra punch (due to shot speed, best to be closer to the target to ensure a hit). The "knock people sideways" special effect is loads of fun as well, especially in noob PvP.Does anyone use cannons? I put two on my Dolphin for fun. Turrets. I figure they can shoot backwards while I flee.
What do people find them useful for?
Ahem, that was sufficient click bait cmdr. Alternate reticule targeting mode? really? please enlighten us young ducks cmdr!BTW, equipping fixed cannons was the first time I found use for using the alternate reticle targeting mode, as I personally find this easier to land hits.
Ahem, that was sufficient click bait cmdr. Alternate reticule targeting mode? really? please enlighten us young ducks cmdr!
Lagging vs leading, or vice-versa, I don't recall. The default mode is where you aim at the reticle to hit the target, the alternative mode, which I find useful for cannons, is where the reticle shows where the cannons will hit, so you steer the ship to put that reticle on the ship / subsystem you're aiming at.Ahem, that was sufficient click bait cmdr. Alternate reticule targeting mode? really? please enlighten us young ducks cmdr!
Cheers, I'll have a play this weekend with that.Lagging vs leading, or vice-versa, I don't recall. The default mode is where you aim at the reticle to hit the target, the alternative mode, which I find useful for cannons, is where the reticle shows where the cannons will hit, so you steer the ship to put that reticle on the ship / subsystem you're aiming at.
Canons rock. They are the most useful counter to slow p.a's in the game.
As primary battery on an evasive build they are simply superb.
^ This. Cannons have one problem and one problem only, low ammo count. In every other way, when fully engineered they are an excellent utility weapon. They apply a wide variety of special effects, including dispersal (foxes enemy gimbals), force shell (usage described above), high yield (module damage) and thermal cascade (effectively imparts heat to your target).
While I'm also a cannon fan, I would say they have a second weakness. None of their specials counter shields*, so a pure cannon build is really going to struggle vs shield tanks. Less relevant in high-level PvP where folks are going to have shields engineered with balanced resistances, but in more laid-back settings the lack of thermal damage makes a difference.
* Yes you specifically mentioned thermal cascade, which from its description does sound like it's meant to be a shield counter by imparting heat whether it strikes shield or hull. But I've never managed to use it where it felt like I was accomplishing anything that way.
Unengineered they can be quite effective too, if you use a lot of them together.^ This. Cannons have one problem and one problem only, low ammo count. In every other way, when fully engineered they are an excellent utility weapon. They apply a wide variety of special effects, including dispersal (foxes enemy gimbals), force shell (usage described above), high yield (module damage) and thermal cascade (effectively imparts heat to your target).