considering you can two shot an unshielded anaconda (albeit, npc) with the current weapons. An even more powerful weapon isn't really warranted. Maybe when more scary ships are introduced or perhaps when destroying a cap ship is possible.
from this thread https://forums.frontier.co.uk/showthread.php?t=127868&page=2Definitely think we could do with an Auto-Cannon that sits between the MC and the Cannon....say 2-3 rounds per second, better armour pen than the multi and faster projectile speed than the cannon. Available in C2,C3,C4 sizes. Maybe 10-20 round mag and 400 max ammo
While I agree in theory that the Auto cannon is needed to fill a slot between said cannon and multi cannons. I would still prefer to see the procedural weapon/module code to be worked on rather than just ''plugging the gaps'' in the current ships weapon selection. This would effectively add hundreds perhaps thousands of variations of weapon/module that would encompass Alien technology too I feel. To have some items in the galaxy that feel rare, they have to be rare, when the current variety is available to me fairly easily because there is a fixed amount of starter weapons/modules that all I need is credits and a couple of hours to search for them, it leaves me thinking the only true way to add depth to the ships load-outs is to put the time into the code for the procedural system......just my ramblings
Bofor all the way for class 3 but for looks a second barrel would look amazing on a conda or PythonHello Commander Star-Hunter!
I agree, the Bofor appears to look/sound like a larger version of the Flak 38 and seems to retain a similar fire rate. Possibly we'd want to go for something with a slightly slower fire rate, but increased/variable burst length.
For me I think there's something fundamentally frightening about a steady, drum-beat fire rate, especially if the burst is long enough to make it sound like doom is inevitable.
I don't think it's an ask for a more powerful weapon, but for filling a gap in the current loadout options. A higher velocity and rate of fire in exchange for less damage. There isn't currently much of an option for the "spray and pray" style of combat at Class 3.
If we want multi-barrel, why not have a firing rate on each barrel of one second, equaling out to four rounds per second, per hardpoint this would give a realistic rechamber timing for each cannon.
Maybe something similar to the 40mm Cannon on the C130s in MW3? that sort of rate of fire but needs a bassy thud to it and more of a longer die down after firing. Needs more low freq noise. -At least for the Class3 cannon and maybe sound similar to the 105mm from same game for the Class 4. At least that sort of sound difference. (forgive me not had inexperience withstand engineering but i know what i like and BIG DAKKA DAKKA SHOOTAS is what i like.
So... the lead designer says he likes the concept and yet there andyraptor being a troll.
So sorry who are you again andyraptor and please explain why is your opinion more important? lol
considering you can two shot an unshielded anaconda (albeit, npc) with the current weapons. An even more powerful weapon isn't really warranted. Maybe when more scary ships are introduced or perhaps when destroying a cap ship is possible.
Rather than have a weapon's race of moar powah. I'd like to see weapons with more specialized effects that augment different roles in the game specifically. Though I dont think I'd let go of my cannon. Though, the idea of aural pornography should come to big bertha as well. The boom from within my ship of that cannon should be deafening and rock the ship a bit.
Hello Commander Kaeldian!
The only issue with a multiple barrel/weapon setup up is that I suspect the idea behind it would be to effectively increase the fire rate of the platform, which would possibly make the weapon more comparable to a very large multi-cannon.
What I find attractive about these weapons is that they potentially fit a role between cannons and multi-cannons and could feel reasonable different to both.
Of course, I've no problem with a weapon that happens to feature multiple barrels, as long as the overall fire rate could retain a paced, signature "boom, boom, boom, boom" feel.
It actually struck me immediately that there is neither recoil nor impulse from kinetic weapons. Firing a cannon should give a pretty substantial push, as should getting struck by a cannon slug.
If I'm in a Derpwinder and I get broadsided by a Class 3 cannon, I should spin like Darth Vader off in some random direction. =P
Also, DO WANT casings ejected into space !
I can't be the only person who reads this discussion and walks away from it thinking "why don't we just make cannons shoot a faster projectile more rapidly and balance the damage per shot from there", right? We already have railguns and Plasma Accelerators in the role of 2 different flavours of slow shooting, hard hitting projectile weapons and cannons are almost painful to use even if they can sometimes do great damage. I don't see why we need to make a whole new weapon type to fill a slightly different role which is just a minor reimagining of one of the existing weapon classes.
While I agree in theory that the Auto cannon is needed to fill a slot between said cannon and multi cannons. I would still prefer to see the procedural weapon/module code to be worked on rather than just ''plugging the gaps'' in the current ships weapon selection. This would effectively add hundreds perhaps thousands of variations of weapon/module that would encompass Alien technology too I feel. To have some items in the galaxy that feel rare, they have to be rare, when the current variety is available to me fairly easily because there is a fixed amount of starter weapons/modules that all I need is credits and a couple of hours to search for them, it leaves me thinking the only true way to add depth to the ships load-outs is to put the time into the code for the procedural system......just my ramblings.
Thank you, but the mission of this thread was to promote an idea and you guys made it possibleI like your idea, OP! Rep to you!
And thank you, Sandro, for considering it!
Should there be? being horrible at aiming should be what keeps someone from easily progressing in combat roles. We shouldn't be giving them more crutches at the higher levels. Skill > propping up
well, auto-cannons function and feel totaly differently from cannons. They have a different role too.
Cannons are meant to be accurate and hard hitting, sacrificing flexibility and reload speed
Auto-cannons are by design in accurate and do less dmg/shot, but have higher rate of fire and are more flexible.
Basically, they are designed to maximise the chances to do dmg (any amount of dmg) to a target. Where as cannons are designed to deliver the highest amount of dmg/impact.
well although, they fill the same role(more or less), all three have a very distinctive play-styleRailguns and plasma accelerators also fill this role, why do we need both them and cannons to do the same thing? The fact that people aren't really using railguns much if at all due to tiny ammo capacity is an entirely different issue which should really be addressed.
For those saying that skill should trump spray and pray; why does the large pulse laser have a high rate of fire?
@sandro, what is it about multi cannon that doesn't scale well?
If its the model, what's wrong with multiple mediums on a single mount and trigger, and if it's the weapon stats, why can't they be adjusted?
I loved the multi cannon in small and medium, and would like to keep using it in the large mounts. There is however no reason to fit a medium mc where I could fit a large pulse laser.