Multi-Cannons lack punch.

Multi-cannons are perfectly fine for the class of ship on which it makes sense to fit them. Once you have a large enough ship and the hardpoints and powerplant to mount a kick-ass laser or plasma setup then of course the multi-cannons are going to seem a little underwhelming. Projectile weapons only scale up to a certain point, otherwise the US military would be fielding A-10-style single-gun tankbusters the size of AC-130s. Multi-cannons have their place but you can't possibly expect them to match the DPS of a top-tier plasma accelerator or rail gun.
 
In that case, the only thing I can say then is S2 could do with a tweak but a minor one, or else they will go a bit too far the other way. S1 are fine imo.

What I do think would be better though is an improvement to cannons. Cannons don't seem like a vaible alternative to MC's due to slow projectile speed and low rate of fire. The rate of fire I think is ok, and I think the damage is about right. However the projectile speeds are imo terrible and make cannon unwieldy as a serious alternative to MC's or rockets/missiles. As a projectile weapon they seem the worst of the bunch in terms of effectiveness. A small increase in projectile speeds could and probably would make them far more effective and more widely used.
 
The irony of this is that your shields might be 2.7 times stronger at 4 pips than they are at 2 pips, but the shield cells of the enemy ship will hold against your low shield damage for sure too for ages, especially if your target is using as well 4 pips to shields ;-)

So yeah you gain something, but you lose something too, without high burst damage to break shields fast enough you have to slowly wear down all the shield cells first instead of punching thru the shield and starting to work on the hull and sub-systems early. I am not that sure if this really is a good deal, especially compared to dumbfire vipers or pulse lasers + close range plasmas.

When it comes to PvP you're correct, however most NPC's don't have 4 pips to shields and many of them don't even have shield generators (stupid). MC's by themselves are good against most PvE targets but fair poorly against a human tank build (aka shield cell spammer). If you're flying say - a Cobra - you can always outfit two railguns on one side of your ship to wipe out shields and then two gimbaled MC's on the other side of your ship for armor penetration and disabling systems. Works very well in PvP and PvE, but you have to be very selective about your targets as the ammo for railgun can be quite expensive.
 
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Multi-cannons are perfectly fine for the class of ship on which it makes sense to fit them. Once you have a large enough ship and the hardpoints and powerplant to mount a kick-ass laser or plasma setup then of course the multi-cannons are going to seem a little underwhelming. Projectile weapons only scale up to a certain point, otherwise the US military would be fielding A-10-style single-gun tankbusters the size of AC-130s. Multi-cannons have their place but you can't possibly expect them to match the DPS of a top-tier plasma accelerator or rail gun.

Im dont have yet a good enough power plant and distr. for all energy weapons but you think it could work ?

I think the max power plant on the conda is something like 36MW ? I dont know how long i could fire energy weapons with a ''A'' class power distributor.

Much much much more testing needed.... And credits.
 
When it comes to PvP you're correct, however most NPC's don't have 4 pips to shields and many of them don't even have shield generators (stupid). MC's by themselves are good against most PvE targets but fair poorly against a human tank build (aka shield cell spammer). If you're flying say - a Cobra - you can always outfit two railguns on one side of your ship to wipe out shields and then two gimbaled MC's on the other side of your ship for armor penetration and disabling systems. Works very well in PvP and PvE, but you have to be very selective about your targets as the ammo for railgun can be quite expensive.

NPC Cobras and ASPs die faster to just 4 pulse lasers with 4 pips to weapons and just two pips 2 shields. They are no threat to you anyway, so 4 pips shields are kind of overkill.
For Elite Anaconda's power plants cannons and plasmas are supposed to work faster than multi-cannons, but personally I have not tried out those, because I am quite happy with my multi-cannon as power plant killer on an anaconda.
 
Cannons are very good if used correctly.

They just take a bit of getting used to and you'll probably waste more ammo if you are taking on smaller ships.
But they do deal plenty of damage.
Projectile speed is fine - they are a heavy weapon meant for larger slower targets but can still be devastating against the small/medium ships.

I love them!

Edit - to balance my load out for spread and damage I split my hard points for shields and hull equally. So on my asp I have 1 medium cannon and 2 small cannons on the right hand side and 1 medium beam laser plus 2 small beams on the left - rather than having 2 large beams and 4 small cannons or vice versa...
 
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