Are Shock Cannons worth a go?

I was at a Tech' Broker last night and I noticed there are gimballed Shock Cannons available.
I'm a bit lazy and I like my gimbals, so I'm interested to hear what people think of Shock Cannons.

I had a look at a couple of YT video's and they do seem pretty powerful, with the downside being limited ammo' and expensive (in mat's) reloads.
I'm thinking they might be fun on something like an FdL or Krait to use for Assassination missions.
 
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I was at a Tech' Broker last night and I noticed there are gimballed Shard Cannons available.
I'm a bit lazy and I like my gimbals, so I'm interested to hear what people think of Shard Cannons.

I had a look at a couple of YT video's and they do seem pretty powerful, with the downside being limited ammo' and expensive (in mat's) reloads.
I'm thinking they might be fun on something like an FdL or Krait to use for Assassination missions.
AFAIK shard cannons are primarily intended for AX activity. That said, shard cannons are still useful against human enemies, but fall short of fragmentation cannons which are overall more useful as long as you're not up against xenos.
 
I can support that. While they do damage against humanoid ships, they are easily outperformed even by non-engineered weapons. I still don't really understand the design decission behind that, but alas... probably it was merely to counter some complaints about AX weapons, where people carrying those found that they were completely helpless against gankers. So they now got very weak guns, to "fix" the problem.

Also note that guardian equipment quickly decays in the HIP22460 system. Up to now, according to my knowledge, the effect is only there. No player up to now knows how this will go on, so if you don't want speculation, stop reading here.

As you read on, my speculation is that i would not be surprised if further Thargoid activities might bring the same effect along. Almost certainly combined to a new grind for the decay-resistant versions of these weapons, which make the current grind look like a lazy afternoon. I very much hope to be wrong, looking at the games history and that every new thing was grindier than the previous one, i just expect it to go this way.
 
Aaand.... I'm an idiot, so let's try that again.

I'm asking about SHOCK Cannons, not Shard Cannons. 😣

Thanks to @Sylow for drawing my attention to this.
If I'm not mistaken, SHOCK Cannons are Human Tech' rather than Grauniad.
 
Edit: After reading the comments on Rubbernuke on the C&P changes, i had to correct what i wrote here. It seems like the "throwaway ship" idea is a thing of the past. So, outdated info is striked out now.

Ok. Shock Cannons are a whole different thing. They do work against human targets.

Now in a bit more of detail: They have a small magazine, an auto-loader and their spread and heat ramps up quickly when firing them sustainedly. Also, each shot has to be triggered manually.

I personally feel that the last thing should have been changed a looong time ago. There are many easy way to get maximum fire rate out of this thing, anyways. The most often mentioned one is to bind a keypress script to the fire button, with a 0.02s delay between each trigger. (A bit longer delays don't result in an actually really noticeable slowdown, but if you want to compensate for runtime effect, then 0.02s or faster are needed. ) Considering that for example the profiling tool of my HOTAS allows me to do that, i doubt that it is seen as an explot... but my first experiment with that weapon was even more simple: I put all four directions on a four way switch on my throttle to be a fire button. Then by merely wiggling that button, i also reached maximum fire speed. (And i really think it's hard to argue that using the games keybinding together with a four way button on a HOTAS is an exploit. )

Anyway, the limiting factor of the weapons is not how fast you can press the button, but to know when to release it again. Spread builds up quickly, so unless you are shooting from absolutely point blank range, you want to shoot short burts. And even at short distance, spread grows insanely. I can press my Krait MK IIs cockpit against a mid-sized target and the last shots when cleaning a magazine in one go will miss the target.

Also to consider: the shock cannons damage is superior to a non-engineered multi-cannon. When looking at a fully engineered multi-cannon, it has similar DPS, but it does not build up spread. So the Multi-Cannon can deliver reliable damage also at longer ranges, can keep up the damage where the Shock Cannon has to stop and all of that while not having the Shock Cannons heat problems. And that is before considering that for things like CZs or RES, Multi-Cannons carry enough ammo, while Shock Cannons will run out. Their ammo supply is low, severely limiting the total damage they carry before needing to reload.

I have given the Shock Cannon a lot of testing. I used it a lot when soloing team elimination missions. (Kind of the hardest content you can find in the PvE game outside of Thargoids. ) Due to their limited number of targets, i hoped that Shock Cannons could shine there. But in the end i had to admit that engineered multi-cannons are just much better there. So even when trying to push all advantages towards the Shock Cannon, it still failed to be better than a properly engineered multi-cannon.

That being said, Shock Cannons have a few things going for them:
  • The model looks great! I really like it!
  • The sound also is awesome!
  • It gives us a weapon of completely different use profile and demands more of the pilot than merely "press button, let the weapon do its damage". You have to watch the spread, make sure that you stop firing when it gets too much, etc. It's very interesting, i just wish the weapons effect would justify this extra effort.
  • It actually is an interesting choice when you don't want to engineer your weapons. (That's an advantage i did not think of for a long time, till there was a conversation about these weapons where Rubbernuke also was involved. And he explained that he quite often put those weapons on ships he set up for pirating. By doing so, that ship racked up quite some bounty, so he simply sold it after a while. By using the Shock Cannons, he had weapons more powerful than non-engineered Multi-Cannons, without loosing engineering materials when selling them. )
But as long as engineering is as powerful as it is, while Shock Cannons have all their limitations, the "throw away weapon" is really the only actual use for the it. Which results in this weapon being used very little. Quite a waste for how cool the weapon basically is and how good the model looks. :(
and with C&P in the current state, that use also does not exist any more.
 
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Large ones deal pretty sweet damage on both hull and shields, but the ammo reserve is small yet ammo fabrication costs absurdly high amount of material, so you have to be very disciplined with trigger. I'd not recommend this weapon for prolonged pve combat activity, altough in pvp action shock cannon can be deadly. One I was owned by a Krait cmdr, 3 plasmas, 2 gim. shocks. Once my shield went down my ship was exposed for deadly fire fire from shock cannons, auch.
For exmaple I'm using one on my mining Anaconda. Huge beam and large shock cannon is enough to kill that 3-4 pirates in a mining spot.
 
All of what's wrong with the oft-forgotten Shock Cannons has already been listed here, but I'd like to illustrate the point with an example:

A Clipper has 2 Large and 2 Medium Hardpoints. Filling them all with Gimballed Shock Cannons, I have the potential to deal a total of
(14.9 MJ / shot * 256 shots * 2 Large Hardpoints) + (10.2 MJ / shot * 256 shots * 2 Medium Hardpoints) = 12,851.2 MJs, fully Kinetic
Or, you can grab a single Large Short Range Blaster Plasma Accelerator and have the potential to deal 15,330 MJs split 60% Absolute / 20% Thermal / 20% Kinetic.

Or be like me and run SRB PA's in the Larges and Efficient PAs in the Mediums and go nuts with a total potential damage pool north of something like 50k MJs - if you can land the shots 🙃 (which... isn't nearly as crazy as it sounds, believe it or not).

So no - don't bother with them in their current form. They need more reserve ammo, to be Engineerable, fully automatic (because, as mentioned, most of us will just use autofire scripts - it helps protect the Joystick triggers from wear :p) and have their Autoloader fixed because the HUD ammo counter is broken in Odyssey. Not that anybody would notice, since very few use them nowadays...

...oh, and partially convert their damage to Absolute, because they literally have PLASMA CNN written on them!

1663950238269.png

(It's above the 07-XT6, to the right of the big 07 which is to the right of the big green glowy thing.)
 
i use a pair of them on my colonia accounts bounty hunting DBS. they work nicely for a short res stint. but yeah - special effects missing. i was wondering whether to use them more on other ships, but never came around.
 
Hmmm...

I currently use overcharged MCs on all my fighty ships, along with Lasers with thermal vent/shock so I guess the Shock Cannons aren't going to be a game-changer for me, right?

I don't put a lot of thought into weapons, these days, cos the set-ups I use (Beams/MCs/Frags/Rails) get the job done but I figured it might be a chance to try something new.
I dunno.
Maybe I'll have another look at Cannons and see if I can get them to do something useful. 🤔
 
I use them as defense weapons on non-combat ships. And in that role they perfom great. Their piercing rating is slightly higher than that of multicannons, so they are a little better vs hull hardness. I like them.
 
Aaand.... I'm an idiot, so let's try that again.

I'm asking about SHOCK Cannons, not Shard Cannons. 😣

Thanks to @Sylow for drawing my attention to this.
If I'm not mistaken, SHOCK Cannons are Human Tech' rather than Grauniad.
They don't just have limited ammo, they have NEARLY ZERO ammo. They are deadly, sure, but when your ammo supply lets you kill maybe 1-2 Anacondas with them, they are awful. This really limits their use to assasinating single tough target quickly.
 
They don't just have limited ammo, they have NEARLY ZERO ammo. They are deadly, sure, but when your ammo supply lets you kill maybe 1-2 Anacondas with them, they are awful. This really limits their use to assasinating single tough target quickly.
You'd still be better off with Overcharged Frag Cannons due to their far better Damage Per Energy (DPE - Lower Distro Draw per shot), Sustained DPS, Thermal Load, better Breach Chances (IIRC), and access to very strong Experimental Effects such as Drag Drives, Corrosive Shell, and Incendiary Rounds - all for about the same effective range as Shock Cannons.

They have enough ammo for you to just start enjoying yourself, then you're out. Then you see the resynthing cost. :eek:
For fun, I did a test with a Courier to see how long I could last running High CZs with a set of Fixed Shock Cannons.

I had to synth Standard Ammo three or four times just to get through one CZ.

I think I recorded that... let me see if I can dig it up.
 
This is an old discussion, Shock cannons are in terrible need of balancing love from FDEV.

It has been demonstrated over and over that the total damage potential (not the DPS, the total number of HP of damage that can be achieved before the ammo is exhausted) falls far below all of the other weapons.

The viability of this weapon could be instantly positive if the manufactured component of the ammo reload was to be removed.

Will this happen?

Naaaaa -

FDEV is busy animating a spiral dot right now.
 
Found it!

YouTube took its sweet time rendering this, but here's that video of me going into two High CZs with Shock Cannons: the first I jumped out partway in due to the Cap Ship there, the second I went through the whole thing start to finish:

Source: https://youtu.be/u-2438mmcik


As it turned out, I needed 15 Standard Synths (5 full refills for my 3 Shock Cannons) to go through those CZs. That 15 Synths meant I burnt:
  • 75 Grid Resistors
  • 45 Heat Dispersion Plates
  • 60 Focus Crystals
  • 75 Phase Alloys
  • 45 Units of Lead
in a little under 30 minutes. FDEV, srsly, plz buf.

Edit: In the time it took YouTube to render that video, I realized I never unlocked the Gimballed Medium Shock Cannons, got the materials and unlocked them, put together that Clipper build I sketched out above, and tested it in one of 25 Nu-2 Draconis' Haz Res..es? What's the plural of Res?

Anyway, I took out 2 low-ranked Anacondas and 1 Expert Dropship before running out of ammo. And I was aiming for their Powerplants.

So I have to ask... What is the point of the Shock Cannon? ;)
 
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Shock cannons have zero staying power but they have a niche of being decent enough burst damage for something you can just buy off the shelf and slap onto a ship you can't be bothered to engineer weapons for. eg: hauler self-defence or occasional assassination if you don't have a proper set of engineered frags handy.
 
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