I have been wondering why Multi-cannons and LASER cannons are the staple in Elite dangerous, I did some math and came to a disturbing conclusion. Multi-cannons and LASER cannons are combat weapons (weapons of war), and all other cannons are dueling weapons.
These are the numbers if the damage per magazine and damage for reserve ammunition was the same across the board.
Class 1 Multi-Cannons: Damage 2, Magazine 90, Reserve 2100
Stock - Class 1 Cannon: Damage 5, Magazine 5, Reserve 100
Rebalanced - Class 1 Cannon: Damage 5, Magazine 36, Reserve 840.
Stock - Class 1 Railgun: Damage 6, Magazine 1, Reserve 30.
Rebalanced - Class 1 Railgun: Damage 6, Magazine 30, Reserve 700.
Stock - Class 2 Plasma Accelerator: Damage 7, Magazine 5, Reserve 100.
Rebalanced - Class 2 Plasma Accelerator: Damage 7, Magazine 26, Reserve 600.
Stock - Class 1 Fragmentation Cannon: Damage 2, Magazine 3, Reserve 30.
Rebalanced - Class 1 Fragmentation Cannon: Damage 2, Magazine 90, Reserve 2100.
I tried Cannons, I refuse to use shotguns (I hate getting that close in a fight), I have yet to try the Railgun, cannot afford the plasma accelerator. I really want to use cannons, they were fun but I run out of ammo to quickly for them to be of any use.
Why are all cannons minus the Multi-cannon dueling weapons? In a duel you are facing one opponent, combat tactics change considerably if you are going into combat against multiple opponents.
The Multi-cannons have the one thing that makes them effective and efficient fighting weapons, and that is ammunition. In a fight I would be surprised if someone can hit their target 100% of the time, with a duel it is theoretically probable, in combat, no.
In combat I will be very generous and say that the player can get a 50% accuracy rating, this will reduce the ammo on target (my absolute best is 30%). This also has the unfortunate result of making all weapons other than multi-cannons and LASERs into gimmick weapons. Limiting the thing Elite Dangerous is pushing as one of its selling points, customization.
How can this be remedied? The easy way would be to reduce ammunition cost for the other cannon types and increase the size of their reserves and magazines.
I also believe that the power requirements for expanding gas propelled weapons and missiles are insane. Said weapons come with propellant attached to the projectile, I could easily go into a long rant on how the weapons of Elite Dangerous do not make much sense, and I already have, but I digress.
Long story short the cannon type weapons of Elite dangerous, minus Multi-cannons need significantly more ammunition, unless they are intended to be "garage queens."
EDIT - Update:
The first comparison was to show the difference between ammo capacity and damage potential. This is to show a believable comparison using weight as the constant (a weight of 1000 KG / 2204 lb / 1 metric ton). I also made a cartage for the weapons
These are the numbers if the damage per magazine and damage for reserve ammunition was the same across the board.
Class 1 Multi-Cannons: Damage 2, Magazine 90, Reserve 2100
Stock - Class 1 Cannon: Damage 5, Magazine 5, Reserve 100
Rebalanced - Class 1 Cannon: Damage 5, Magazine 36, Reserve 840.
Stock - Class 1 Railgun: Damage 6, Magazine 1, Reserve 30.
Rebalanced - Class 1 Railgun: Damage 6, Magazine 30, Reserve 700.
Stock - Class 2 Plasma Accelerator: Damage 7, Magazine 5, Reserve 100.
Rebalanced - Class 2 Plasma Accelerator: Damage 7, Magazine 26, Reserve 600.
Stock - Class 1 Fragmentation Cannon: Damage 2, Magazine 3, Reserve 30.
Rebalanced - Class 1 Fragmentation Cannon: Damage 2, Magazine 90, Reserve 2100.
I tried Cannons, I refuse to use shotguns (I hate getting that close in a fight), I have yet to try the Railgun, cannot afford the plasma accelerator. I really want to use cannons, they were fun but I run out of ammo to quickly for them to be of any use.
Why are all cannons minus the Multi-cannon dueling weapons? In a duel you are facing one opponent, combat tactics change considerably if you are going into combat against multiple opponents.
The Multi-cannons have the one thing that makes them effective and efficient fighting weapons, and that is ammunition. In a fight I would be surprised if someone can hit their target 100% of the time, with a duel it is theoretically probable, in combat, no.
In combat I will be very generous and say that the player can get a 50% accuracy rating, this will reduce the ammo on target (my absolute best is 30%). This also has the unfortunate result of making all weapons other than multi-cannons and LASERs into gimmick weapons. Limiting the thing Elite Dangerous is pushing as one of its selling points, customization.
How can this be remedied? The easy way would be to reduce ammunition cost for the other cannon types and increase the size of their reserves and magazines.
I also believe that the power requirements for expanding gas propelled weapons and missiles are insane. Said weapons come with propellant attached to the projectile, I could easily go into a long rant on how the weapons of Elite Dangerous do not make much sense, and I already have, but I digress.
Long story short the cannon type weapons of Elite dangerous, minus Multi-cannons need significantly more ammunition, unless they are intended to be "garage queens."
EDIT - Update:
The first comparison was to show the difference between ammo capacity and damage potential. This is to show a believable comparison using weight as the constant (a weight of 1000 KG / 2204 lb / 1 metric ton). I also made a cartage for the weapons
Ammo reserve - 1000 KG (2204 lb, 1 metric ton)
C1 Multi-cannon: 25mm caseless. 491.7 grams (1.084 lb) ammo - 2033 max reserve.
C1 Cannons: 40mm Caseless. 2014grams (4.44 lb) ammo - 496 max reserve.
(*1) C1 Fragment cannon: 568 max reserve
(*2) C1 Railgun: 60mm slug. 4302 grams (7.5 lb ammo) - 294 max reserve.
Ammunition Magazine - 5% max reserve
Multi-Cannons - 102 rounds
Cannons - 25
Fragment Cannons - 28
Railgun - 15
(*1) I am not well versed in shotguns, so I am comparing 5.56x45mm to the 12 Gauge, and using the result as a basis for comparison of 25mm caseless and the shotgun.
12 Gauge = 670 grains
5.56x45mm = 187 grains
(*2) This is tricky but done this way for balance. Using what I know I came to this conclusion for an actual result. There is math involved but long story short, I am using the same variable for max capacity, and that is weight, but using kinetic energy as the comparison.
25mm caseless: 3797.2 grains @ 3300 fps, kinetic energy = 91,803 ft-lbs
C1 railgun projected kinetic energy 275,409 ft-lbs.
Railgun velocity = 8202 FPS. Railgun projected projectile weight = 1844 grains. Projectile projected caliber = 20mm.
Railgun projectile + Sabot = 2030 grains. Max capacity 7600 rounds.
Considering the real world advantages to railguns, this number is believable. I will not go into detail as to why, because that will take up a more time.
Last edited: