And people that whine that it overheats the ship, have no idea that they can be used with even G1 Beams thermal vent and keep the heat manageable. Plus, there always exists heatsinks ...
Thermal Vent, heatsinks and Low Emissions Powerplants can indeed help mitigate the thermal problems with Shock Cannons; in my view, however, a weapon shouldn't rely on Engineering or a utility slot to reduce the Thermal Load to make it usable. (Looking at you, Gauss Cannons... and Imperial Hammers...

)
I am fine with weapons that have drawbacks - just not ones that cripple the weapon from the start, of which the Shock Cannon has several.
These weapons are not to be used daily as common weapons. I have no idea when they were introduced, but they are a niched powerful weapons that paired with thermal vents or heatsinks, can make a huge difference on a miner or a trader, that are harder to put defended modules, as the module space is used for cargo.
Shock Cannons were introduced as part of the 3.0 update back around the Summer of 2018. I tested them extensively in the 3.0 Beta and posted my initial findings in the February of that year. That thread can be found
here.
I have recently created a spreadsheet to compare Shock Cannons to their Kinetic counterparts; it can be found
here. (As with any data I generate, feel free to double-check my numbers. Keep in mind that they represent ideal conditions.)
The graphs in the spreadsheet show that Shock Cannons currently have too many drawbacks to be a compelling choice even against their stock peers, and especially when hardpoints are limited in both number and size.
As a general TL-DR for the spreadsheet, Shock Cannons have:
- The second highest DPS of all Kinetic Weapons
- The highest Heat Per Second of all Kinetic Weapons
- The highest Distributor Draw Per Second of all Kinetic Weapons
- The lowest Potential Damage of all Kinetic Weapons*
*Gimballed Smalls actually have slightly more Potential Damage than Stock Gimballed Small Multicannons - by 6.4 MJ.
People that whine about total damage also are missing the point that these are not for HAZ Res or CZ or other types of prolonged sessions. Lasers + plasma slugs are best for that.
I use REZ sites and Nav Beacons as targets are plentiful and come in various configurations for testing purposes. The data presented in the spreadsheet above holds regardless of the activity in question. I am glad that a number of players have found a use for Shock Cannons - my aim here is to make them better
That reminds me, does anyone use the fixed version of these things?
Sheepishly raises hand
I've used both variants. Fixed are very good on ships with good hardpoint convergence; Gimbals are good on ships like the Mamba. Here's a Shock Cannon Mamba build I tested a few weeks ago:
Not my best flying and my accuracy could be better, but it gets the point across. Needs a heatsink, but I'd probably run out of those before I run out of Shock Cannon ammo. The build that I used in this video can be found
here.
Really? Large multie‘s dish out 14 and 10k? Last time I have checked my NPC did die from boredom waiting my multie’s to spin up before they start actually firing. All those fancy numbers can go down the toiled in evasive npc combat situations.
Yes, actually. However, that is raw potential damage and doesn't account for your target's resistances. Or evasiveness.