There is some interesting math that i discover recently.
Lets take a closer look at similar class and type multicannon and cannon.
(all damage numbers is ignoring all resistances and from point-blank distance)
4A Gimballed Multi-Cannon: Damage per shot - 3.5(dps 23.3) ArmorPen - 68, Ammo 2190 (90/2100) Damage potential: 2190x3.5 =
7665
4B Gimballed Cannon: Damage per shot - 56.6(dps22.6) ArmorPen - 90, Ammo 105 (5/100) Damage potential: 105x56.6 =
5943
This is what everyone already seen thousand times. But here the thing - nobody accounts Armor piercing. And if i remember correctly how hull hardness vs armor piercing works than what we need to do to calculate damage with AP applied is divide Piercing by Hull Hardness and then multiply result to our damage. Like this:
Target is Type10 Defender - Hull hardness - 75
4A Gimballed Multi-Cannon damage potential against Type10: 68/75= ~0.9 | 7665x0.9=
6949.6 damage potential
4B Gimballed Cannon damage potential against Type10 : 90/75= ~1.2 | 5943x1.2=
7131.6 damage potential
That way
Cannons are
more effective than
Multi-Cannon. Problem is
THIS IS NOT WORKING THAT WAY. AP vs HRD do not increase damage output when AP is bigger than HRD. So we get this instead:
4B Gimballed Cannon damage potential against Type10 : 90/75=
1 | 5943x1=
5943 damage potential
Which is
WORSE than Multi-Cannon
AFTER damage reduction after Hull hardness applied.
Let's pick another target. Enter - Sidewinder
Sidewinder - Hull hardness - 20 (180hp btw)
4A Gimballed Multi-Cannon damage potential against Sidewinder: 68/20= 3.4(actual 1) | 7665x3.4=
26061 (but actually
7665) (also 3.5x3.4=11,9 per shot (79.2 DPS))
3 hits to kill sidewinder
4B Gimballed Cannon damage potential against Sidewinder : 90/20= 4.5(actual 1) | 5943x4.5=
26743.5 (but actually
5943) (also 56.6x4.5=254.7 per shot)
1 hit to overkill sidewinder
Which is apparently would make sense. When someone travel space in tinfoil box and would be hit with an 420mm artillery shell it is only expected that said tinfoil box would pop like a balloon.
It is looks like it was intended to be balanced this way but something went wrong and we got what we have.
I think that what should be fixed is not ammo capacity but how AP vs HRD mechanics work. I am really would like to use cannons, but in that state as they right now - it disgust me. I just cant sacrifice so much efficiency for esthetic of using them. Sure if FDev remove damage cap from AP/HRD it will impact other weapons too, like AP and Rails, but using those require high skill, they use much more energy and heats like hell. But for the sake of lulz:
4A Plasma Accelerator against Sidewinder Damage per Shot: 125.2 Piercing: 100 100/20 = 5 125.2x5=626 damage per shot (125.2~ of which is Absolute Damage)
2B Rail Gun against Sidewinder Damage per Shot: 41.5 Piercing: 100 100/20 = 5 41.5x 5=207 damage per shot
obviously those are one-shots for stock sidewinder.
4A Plasma Accelerator against Type10 100/75=1.3 125.2x1.3= 162.76 damage per shot (32.5 Absolute damage) / 6.4 hits without HRP and Lightweight armor
2B Rail Gun against Type10 100/75=1.3 41.5x1.3= 53.95 damage per shot / 19.3 hits without HRP and Lightweight armor
If you think this would be OP - think again.
Fun Fact:
4A PA costs 13 793 600 cr , like 444,9 sidewinders (31 000 cr each).
I am sorry for my low-level English, i am quite limited by my language knowledge to what i can add to the topic. I am hope that someone take what i said into account and will develop the idea further. Or even deliver it to Fdev.
PS I messed up - sidewinder has only 108 hull integrity. 180hp belongs to Hauler. Hauler has same 20 HRD as sidewinder so just pretend that i was talking about Hauler
