Gimballed Cannon Class 3 not really accurate?

Yes, it only predicts where the bullet will hit IF the target make no course change whatsoever.

This is further impacted by the idea that we should fight in knife-fighting range where people will maneuver by default.

At 500 meters it takes a second or two for the bullet to hit the target and a million things can and usually happens in those seconds.

Hell, even an Anaconda can easily dodge C3 cannon at 500 meters.

Which is kind of silly, given that a cannon firing APDSFS amo will provide velocities in the 1-2 km/sec.
I always felt that cannons in FD are some kind of large airsoft guns with snail shell velocities.
 
Which is kind of silly, given that a cannon firing APDSFS amo will provide velocities in the 1-2 km/sec.
I always felt that cannons in FD are some kind of large airsoft guns with snail shell velocities.

Yup, but that is because FD wants us to fight at knife fighting range.

I agree, i find it silly.
 
I would rather want to see cannons firing faster projectiles. If they are then op, just reduce their damage

https://www.youtube.com/watch?v=Q7FUjVHx46c

Currently I hate using them, becuause they look like flying turds and there isnt enough umph factory

Not to mention we have either rotary cannons or artillery to choose from.

-Burst firing autocannons?
-Rapid fire light artillery?
-Light Plasma Repeaters?

The BF railgun is a step in the right direction
Pack missile launchers is a must have due to fun factor
Cytoscrambler is a good idea but horribly implemented
Pulse Disruptor also good on paper but horribly implemented
Enforcer Cannon very nice but why the hell limit such a weapon to S1 - it should have been the step between C2 Multi and C3 Cannon
 
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.

You put it so nicely. Still my mis-information is paid forwards from another thread here. Oddly though my weapons have seemed more stable since I upgraded. Clearly though I am just imagining that.

Good to know I can ditch them and save some power.
 
I'm happy with what I'm hearing as far as the accuracy of higher class weapons... I think the concept that higher class weapons should deal more damage but be much more inaccurate is an excellent balance mechanism between small and large ships; if you're trying to hit a Sidewinder at long range with Class 3 Gimbals, it should miss the majority of the time, and hurt when it does manage to connect, which would make ships using large hardpoints less effective against small targets.
 
I'm happy with what I'm hearing as far as the accuracy of higher class weapons... I think the concept that higher class weapons should deal more damage but be much more inaccurate is an excellent balance mechanism between small and large ships; if you're trying to hit a Sidewinder at long range with Class 3 Gimbals, it should miss the majority of the time, and hurt when it does manage to connect, which would make ships using large hardpoints less effective against small targets.

Sorry, but I want my game balance to make some realistic sense.

What to you is long range? 500 meters in this game is not long range and it takes 2 seconds for a C3 cannon to reach the targets location.

Also, innacurate is one thing, snailcrawl projectile speed is just stupid because it makes no sense.

That would be like having a tank today shooting subsonic projectiles while handguns being smaller shoots faster projectiles.
 
Sorry, but I want my game balance to make some realistic sense.

What to you is long range? 500 meters in this game is not long range and it takes 2 seconds for a C3 cannon to reach the targets location.

Also, innacurate is one thing, snailcrawl projectile speed is just stupid because it makes no sense.

That would be like having a tank today shooting subsonic projectiles while handguns being smaller shoots faster projectiles.

I'm not talking about projectile velocity. I'm talking about the ability of sensors to lock on to smaller, lower heat targets and the ability of large hard point weapons to track a small target. It sounds like the intention is for large hard point weapons to be effective on larger ships and less effective on smaller ships.
 
I'm not talking about projectile velocity. I'm talking about the ability of sensors to lock on to smaller, lower heat targets and the ability of large hard point weapons to track a small target. It sounds like the intention is for large hard point weapons to be effective on larger ships and less effective on smaller ships.

Ok, then I agree with you on what SHOULD be - which actually does not happen in the game.

From what I get from FD comments their way of balancing weapons is that the larger it is the slower it shoots and the slower the bullet goes instead of actually make somewhat realistic weapons.

What is really needed is to make MASS and HEAT both contribute to sensor range detection. Right now only heat seems to be a factor so an Eagle and an Anaconda both shows up at the same range even though the Anaconda is a far larger thermal target.

Stealth needs a boost in this game and weapon balance as well. Im allright with slower fire rate on larger guns, that makes sense - but a slower projectile does not make sense.
 
*/ Geek in

Modern rifles have a muzzle velocity of 1200m/s plus. A 1940s 16 inch capital ship gun had a muzzle velocity of around 800m/s plus. Tank guns of the same period varied between 600-1000m/s. A modern sub machine gun is about the same. Some modern tank guns reach 1700m/s. So the very big guns might have a slower velocity but not significantly so.

The 5" fully automatic guns on modern warships have a velocity of around 800m/s and a rate of fire of 20/minute. I imagine the size 4 gimballed cannon being like this.

Geek out.*/
 
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Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.
Thank you for continuing to do your part to squash this misconception. Tired of hearing people adamantly claim this. :/
 
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.

No, I'm sorry but you don't get to say that. Players should not be required to read forums in order to know what item-upgrades actually do.
sensors.JPG

Turning to other sources to get a greater understanding of the complexities of something, e.g. BGS, is one thing, having to go to forums to find out 'do better sensors improve accuracy?' is another entirely.

Rather than simply 'wishing' something would happen, you are in a position to actually make that change; clarify the item's description to state 'Does not improve accuracy' or 'Upgrade only increases range'. Job done.
 
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No, I'm sorry but you don't get to say that. Players should not be required to read forums in order to know what item-upgrades actually do.
Turning to other sources to get a greater understanding of the complexities of something, e.g. BGS, is one thing, having to go to forums to find out 'do better sensors improve accuracy?' is another entirely.

Rather than simply 'wishing' something would happen, you are in a position to actually make that change; clarify the item's description to state 'Does not improve accuracy' or 'Upgrade only increases range'. Job done.

I agree.

The modules with in many cases either vague descriptions or completely false informations does not make ship fitting easier.

The same goes for simple things like ship statistics - Especially ship Maneuverability where some ships are far more agile than the stated number says it is.

Agility of 2...in what? Turn, pitch, yaw, acceleration, decelleration? Those are numerical values that cannot be that impossible to create since it impacts a lot of how we play the game and use the ships.

The same goes with "hidden" values like if a ship is more succesible to scanning for contraband than others - something a smuggler SHOULD know and research BEFORE he gets the ship he wants for smuggling - Which means it is something we actually NEED to know. The same would go for bounty hunters. What ships are popular among smugglers and if they shouldd interdict a certain ship type more than others.

The amount of guesswork one has to do in this game in order to find out basic information is more frustrating than it should be.

It's like asking a car salesman how well a car accelerates and instead of getting 0-100 in 3 seconds he simply say it is a 2 on a scale of 10.
 
Yeah get close up, I take shields down with my C3 beam and then rip hull apart with my C3 Canon and hardly miss a shot, both are gimbled btw
 
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.

Are there any plans to change this?
 

Carro

Banned
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.

Aw, come on, man! You know this isn't true...I'm using top sensors and fitted gold connectors to my joystick USB ports and that definitely improves the tracking on my gimballed lasers.
 
Ah I see, that would explain the issue then :S The bit about sensor strength is factually wrong or at least could be better worded to imply the range of the sensors.

Since it is also worded in the tool tip in the fitting screen was that something that COULD be implemented?

If nothing else I would love an explosion of module variations, I do remember there was some talk about procedurally generated modules.

-Sensor module with improved tracking but less sensor range
-Sensor module with improved range but cannot track for gimbals
-Sensor with improved lock speed but less sensor range

Basically a give and take system where we give up one advantage for another.
 
Other than being able to lock onto a target in the first place the quality or size of the sensors plays no part in the accuracy of a turreted or gimballed weapon. Wish this myth would die but it appears miss-information like this persists despite many clarifications on the forums.
Right got that Mike, Thank you for clarification....now do the size of the modules in their weight tonnage affect the amount of damage it can take, therefore the heavier the module the more damage can be sustained please Mike...? So a D rated sensor will fail before a heavier B rated sensor with the same damage applied to it please Mike...?
 
Dudes....

What we have here is the issue.
The Manual says one thing!
The Dev says something else!
The Players have no idea!


Perhaps and OPEN forum just to discuss each and every piece of equipment!


What is it suppose to do?
What are the differences between size and class suppose to be?
Why does it cost what it does?
etc...

Then the players can add

What it does! (Really does)

Then maybe we can change things....

As it stands some equipment makes no sense...
ECM
Frameshift sacnners (Do they even work now?)
Any cat C thusters? (Hell why not add cat B thusters?)
Armour (As I understand it, you can add this if you need to lower your jump range for some reason)
The Federal Dropship (Why does it cost 20mil - its terrible its worth 8-10 mil at most)
Life support (why not allow it to make the canopy tougher)
Sensors (AS DISCUSSED)


Come on guys,
Its not difficult!


You have a forum that contains 50% players! Lets use them!
It can not be that hard to actually listen to all the bug reports and issues and then form a solution!
 
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