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.
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.
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.
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.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.
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?"...the relative lack of visible projectile made them harder to aim than PAs, and overall less satisfying to use..
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.
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?
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.People used cannons?
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.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.