Engineers Long Range Multi-Cannons, Why is the described Range not true?

Can anyone help me understand how Long Range actually works?

I enginierd 2 ships one turrend based one Gimbaled both use only Multi-Cannons both Grade 5 Long Range.

By game description I would be able to shoot at ships at 8-7,5 KM distance and Damage Falloff Start is also stated on the same distance around 7,5 KM .
Well I think that is totally wrong, in fact it like 5 KM to shoot at them and 2 km as damage falloff.

Is this Long Range not working as intended by design or is it a typo for the description in game?? Its kind of a really big difference between 7,5 and 5-3 km distance.

https://steamcommunity.com/sharedfiles/filedetails/?id=1566196565
 
Turrets have a degree of wobble, just like gimbals, and they deliberately do not engage at maximum range, unless fired manually. They don't have damage fall off either, but a fair portion of shots will miss most ships at even half of maximum range.

Don't put LR on turrets unless you need it for projectile velocity (cannons) or you are going to be in multi-crew where your CMDR gunner can engage at maximum range.
 
Not strictly an answer to your question, but make sure you have sensors that can lock on from that distance. Most likely you'll need A-rated sensors.
 
Not strictly an answer to your question, but make sure you have sensors that can lock on from that distance. Most likely you'll need A-rated sensors.

Interesting I din't know that could be the case since I thought your targeting is dependent on your weapons not your sensors.

Apart from that I know my "bullets" miss at longer range but if they miss 100% at longer range then LONG RANGE upgrade is useless and do not change anything much now does it?

So even if my effective range is 7,5 km it IS NOT. So can we get more realistic "effective range" if all my bullets are lost at 5 km then that is that and 7,5 is not effective range at all.

The game information is contradicting it self, you either are capable of hit things at 7,5 or not, the physics (game mechanics) that are always the same and will not change, cannot contribute to different results.

What I am saying is , if that is the "in theory - but never in reality" effective range then why leave it like that it only misleads players. Why not just put in the actual effective range where "bullets" do manage to hit their target.
 
Well I guess there is nothing wrong with it then, my mistake leave it as it is even if it's a misleading description in the game. Who would be upset if the one reason for picking that blueprint turns out to not be true at all. Them pick it over things like Damage +24% or Ammo Capacity +100% witch also can 100% be true and is. Sure you can go for the one upgrade that CAN but WONT be like the description in game.
 
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Long range isn't optimal for multicannons that are turreted. It wobbles too much to hit at longer ranges. With fixed long range multicannons you can actually hit quite consistently at max range
 
Without the projectile speed increase that Long Range gives the other weapons, it's a fairly poor choice for MCs. The fact bullets have to travel at distance means that even with fixed, you won't be hitting anything at 8k unless your opponent slips into a coma on idle throttle.
 
Without the projectile speed increase that Long Range gives the other weapons, it's a fairly poor choice for MCs. The fact bullets have to travel at distance means that even with fixed, you won't be hitting anything at 8k unless your opponent slips into a coma on idle throttle.

G5 LR MCs have a 3200 m/s projectile velocity and this improves distant aim or aim at fast targets considerably. 8k is still quite a shot, but it's no different than 4k with standard MCs.
 
Heres a tip. In addition to A rated or LR molded sensors, give one of your multi cannons emissive bullets or equip a LR pulse laser with emissive. It keeps the gimbal accurate at long range.
 
Heres a tip. In addition to A rated or LR molded sensors, give one of your multi cannons emissive bullets or equip a LR pulse laser with emissive. It keeps the gimbal accurate at long range.

Very good sugestion here!Just emissive should be on multi cannon as its LR is 8km and Laser LR is 6km.However,Small targets will be a problem still, at 7.5km even with emissive.
 
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Can anyone help me understand how Long Range actually works?

I enginierd 2 ships one turrend based one Gimbaled both use only Multi-Cannons both Grade 5 Long Range.

By game description I would be able to shoot at ships at 8-7,5 KM distance and Damage Falloff Start is also stated on the same distance around 7,5 KM .
Well I think that is totally wrong, in fact it like 5 KM to shoot at them and 2 km as damage falloff.

Is this Long Range not working as intended by design or is it a typo for the description in game?? Its kind of a really big difference between 7,5 and 5-3 km distance.

https://steamcommunity.com/sharedfiles/filedetails/?id=1566196565

in my opinion MC is the worst gun that you can use as a turret, better any kind of efficient lasers , and when you have enough skill is better avoid completely turrets
 
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