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Thread: Balance pass on high yield cannon

  1. #1

    Balance pass on high yield cannon

    I saw deep in the beta patch notes the high yield cannon has been tinkered with again. Has anyone tested this yet? Has the HY cannon been exhumed from obsolescence or has its decayed bones been incinerated and the ashes bludgeoned one last time by maniacal nerf bat wielding anti-cannon cultists?

  2. #2
    I don't have any details, but I hope its hull damage component has been nerfed again. Thing is, its supposed to take out modules, and not take out the ship itself, so the less damage they do the better, really. It's the best way for a pirate to stop a target. For full combat use, for the module and the superfluous damage, penetrator munitions packhounds would probably be a better choice.

  3. #3
    Looks like they changed the -50% damage to -35% damage, -10% ROF.

    All from the Beta:
    https://i.imgur.com/jfiazZH.jpg
    https://i.imgur.com/zubb9nA.jpg
    https://i.imgur.com/dXeewXg.jpg

  4. #4
    Originally Posted by Aashenfox View Post (Source)
    high yield packhounds
    High yield what now? I thought only cannon rounds got that.

  5. #5
    Originally Posted by Morbad View Post (Source)
    Looks like they changed the -50% damage to -35% damage, -10% ROF.

    All from the Beta:
    https://i.imgur.com/jfiazZH.jpg
    https://i.imgur.com/zubb9nA.jpg
    https://i.imgur.com/dXeewXg.jpg
    Hm....

    Faybs, sorry I meant penetrator munitions

  6. #6
    Originally Posted by Aashenfox View Post (Source)
    Hm....

    Faybs, sorry I meant penetrator munitions
    Isnt's penetrator only for dumbfires?

  7. #7
    Originally Posted by Morbad View Post (Source)
    Isnt's penetrator only for dumbfires?
    Viva la penetrator PAs!

  8. #8
    Originally Posted by Morbad View Post (Source)
    Isnt's penetrator only for dumbfires?
    Maybe, I don't have any sources available to me right now, the one that wrecks modules anyway. I'm sure there is one, right? Why do I think packhounds are the best way to wreck modules? I don't use them but I don't usually retain incorrect information either, if I'm making a mistake please do feel free to point it out. Maybe they don't need a mod to wreck modules?

  9. #9
    Originally Posted by Morbad View Post (Source)
    Isnt's penetrator only for dumbfires?
    Yup, the two I use on my utility/planetary assault Viper MkIII absolutely gut shieldless ships with a few volleys.
    Originally Posted by Aashenfox View Post (Source)
    Maybe, I don't have any sources available to me right now, the one that wrecks modules anyway. I'm sure there is one, right? Why do I think packhounds are the best way to wreck modules? I don't use them but I don't usually retain incorrect information either, if I'm making a mistake please do feel free to point it out. Maybe they don't need a mod to wreck modules?
    Missiles of all forms are the single most potent external module strippers in the game, even without any engineering, but are only capable of damaging internals with the penetrator payload special which is unique to dumbfires and torps.

    Packhounds are the most effective simply due to the missile's behaviour of spiraling that nearly guarantees some damage on target, even against a ship covered in PD.

  10. #10
    Packhounds are great for stripping off surface modules on ships (weapons, sensors and utilities, engines) but they do little against modules protected by armor. If they are getting Penetrator Munitions, this would change.

  11. #11
    Yep, sorry folks, you are all right, it's just the nature of packhounds that are good for damaging hardpoints, I thought there was a special but I was wrong! Thanks!