Engineers Anyone still using cannons?

Now that High Yield Shell has been nerfed into oblivion I wonder whether cannons are actually "nice to have" apart from their very low capacitor draw. At the moment I definitely prefer Pacifiers and PAs.
 
I have a huge and a large cannon under the belly on my Conda. Both are G5 Overcharged (+70% damage) and have Auto Loader, but there are other good Experimental Effects. Seems pretty effective. A hull-volley really hurts.
 
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I still use them they are one of my favourite weapons, modded for long range the shell speed increase is great.

Four of them on the upper hardpoints of my corvette, not really needed due to huge beams so I have them just for fun. Trying out various experimentals now high yield is worse against hull. Force shell is worth a bash you have to put your NPC in the pilot seat and see it whack things from a side view to appreciate just how much it throws targets around.
 
O.K., so what would you think about a class 3 fixed long range dispersal field underbelly of a Corvette? That would be the same shot speed as the multicannons in the class 2 and 4 hardpoints.
 
O.K., so what would you think about a class 3 fixed long range dispersal field underbelly of a Corvette? That would be the same shot speed as the multicannons in the class 2 and 4 hardpoints.

Remember that the bigger gap between bullets doesn't get offset by the increased shots peed, making it still a very different style of weapon in use than the semi hit-scan nature of MCs.

But if it works for you, nobody else's opinion matters.
 
OC Autoloader cannons actually output a stupid amount of DPS (more than PAs in most situations), yet require next to no power/distro. I used to run 2 huge ones on my 'Vette, but I found the relative lack of visible projectile made them harder to aim than PAs, and overall less satisfying to use. I honestly think cannons are still OP in terms of their stats (PAs simply can't compete with the OC mod), but form over function for me :)
 
I actually wonder if there aren't still some bugs with them. I have some modded ones on my FAS - OC5 plus one is high yield and one is dispersal field. And often I score direct hits and no damage ensues - none. What I have noticed is that sometimes when this happens I can see explosions on the other side of the target and on the outside. It is as if the shells have gone right through and exploded on the other side, doing no damage on the way. Weird.
 
I actually wonder if there aren't still some bugs with them. I have some modded ones on my FAS - OC5 plus one is high yield and one is dispersal field. And often I score direct hits and no damage ensues - none. What I have noticed is that sometimes when this happens I can see explosions on the other side of the target and on the outside. It is as if the shells have gone right through and exploded on the other side, doing no damage on the way. Weird.

The High Yield effect was severely nerfed in 3.0 - about 50% damage reduction (hidden) if I remember correctly - so I removed High Yield from all my cannons. They should still do some damage of course, so something isn’t right. I suspect it’s High Yield that’s the culprit in your case cause I have no problems with my own cannons.
 
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Cannon are still more than viable, although, yes, the happy days of High Yield are over. Still damn good for modules. (Gimballed, in my case, as I can't aim for sheet.)
 
The High Yield effect was severely nerfed in 3.0 - about 50% damage reduction (hidden) if I remember correctly - so I removed High Yield from all my cannons. They should still do some damage of course, so something isn’t right. I suspect it’s High Yield that’s the culprit in your case cause I have no problems with my own cannons.
It's not even hidden; it shows right on the stats now. It's been reported as a bug and I'm inclined to think it probably is a bug, because 50% dmg reduction is just too much on top of the fire rate reduction it already always had. I think somebody just checked too many boxes when updating engineering recipes to the new engineering format.
 
I used to have a problem keeping ships from fleeing. Cannons seemed to help me finish the job even though I was in a big slow ship.

You can really reach out and touch someone with cannons.
 
...the relative lack of visible projectile made them harder to aim than PAs, and overall less satisfying to use..
Yeah, that's one thing that I dislike about cannons. I wish the smoke trails were quite a bit more visible or something. I often fire a volley and then I'm like "did they fire?"

When I started using cannons, at first, I was using High Yield not because I cared about the effect.. But just because it made successful hits quite a bit more visible.. LOL.. Now that I've had to take the HYS experimental off because of the reduced damage (bug?), I'm back to the "did something happen?" scenario.
 
It's not even hidden; it shows right on the stats now. It's been reported as a bug and I'm inclined to think it probably is a bug, because 50% dmg reduction is just too much on top of the fire rate reduction it already always had. I think somebody just checked too many boxes when updating engineering recipes to the new engineering format.

Let’s hope so cause it’s totally useless as it is.

My first thought was that they made this crazy damage reduction to keep people from using the effect untill they had time to decide how it should be. It was too good before 3.0 - to be fair - in my opinion.
 
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Anyone knows if the High Yield was fixed? or it still has some hidden effect that reduces damage further?

in INARA the damage reduction is 35% (quite high the way it is) and the fire rate penalty is 10%.

are OC cannons HYS viable now? or they are not?
 
My Vulture, the Franchi Instinct callsign BOOMx2 has two fixed short-range blasting cannons, and I absolutely love it. It's a bit niche, but I'm excited for the next CG where I can wing with others and dish out some serious punishment to large ships while the wing mates take care of shields and small hard-to-hit fighters*.

* speaking of, it's incredibly rewarding to one-shot a small ship when I can actually land a hit!
 
Anyone knows if the High Yield was fixed? or it still has some hidden effect that reduces damage further?

in INARA the damage reduction is 35% (quite high the way it is) and the fire rate penalty is 10%.

are OC cannons HYS viable now? or they are not?

I messed around with some a couple months ago (Mamba with two Large and one Huge OC HY) and it was really nasty against NPCs (but anything is really). Could not comment on PvP. Squaddie of mine is using them for PvP Piracy and seems to enjoy them. Really makes your point when you tell someone to stop then blast the bejesus out of their internals if they don't.

As far as cannons in general they are excellent weapons. Another squaddie has two huge OCs on his Vette and just loves them.
 
People used cannons?
Oh yes. I ran quad overload packhounds on my Cutter to kill shields and triple long range high yield cannons to kill the ship off. Elite Condas were a matter of seconds and never got a shot off themselves, because they never came closer than 4km.

And before engineering, before huge milticannos even I ran dual huge cannons on my Corvette. One-shot powerplant kills.
 
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I just recently set up my vulture to run 2 fixed OC cannons with force shell. It struggles with shields, but it is deeply satisfying to watch ships careen around after a hit. If you can bop the enemy into an asteroid, you're golden.
 
I just recently set up my vulture to run 2 fixed OC cannons with force shell. It struggles with shields, but it is deeply satisfying to watch ships careen around after a hit. If you can bop the enemy into an asteroid, you're golden.
See if you were on PS4, we could wing up. I'll throw on my efficient beams that melt shields, and then you can pound them with your cannons! Then we can swap roles after awhile.

ps - I too use the FS special effect. My "shotgun" has two triggers, as sometimes you get more use out of FS by alternating back and forth rapidly instead firing double-barrel.
 
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