Please increase fixed multi-cannon projectile velocity

Dear Frontier,

Please would you consider increasing fixed multi-cannon projectile velocity?


Why? TLDR

Multi-cannons are a time-on-target, not burst damage weapon.

Multi-cannons require more time-on-target then any other weapon with projectile travel time.

Fixed multi-cannons underperform relative to gimballed variants (in PvE, or PvP).

No changes to their projectile velocity have been made since Launch.

In PvP, target speed has increased by +40% without any increase in projectile speed.


In detail: the past and current position

All multi-cannon variants and sizes have the same projectile speed: 1600 mps.

The only exception is the Powerplay weapon, the c1 Enforcer Cannon, which has 1800 mps.

These speeds have never changed since Launch (/introduction of Powerplay).

In contrast, other weapons such as missiles, plasma and cannons have all had shot speed increases in the interim.


Target speed increases in PvP

The typical speed of a medium PvP ship, e.g. Fer-de-Lance, has increased from around 395 mps (ED v1.5) to around 555 mps. That's an increase of +40%. It's more accessible than ever as the g5 Dirty Drives hard ceiling of +45.6% optimal multiplier, -12.5% optimal mass can be reached with pleasant ease by all players (TY!) in ED 3.0.

In short: target speed increases by +40% mps, projectile velocity not increased at all.


Fixed v Gimbals, ToT Damage v Burst Damage

This is not a 'nerf' gimbals thread.

But the fact has to be recognised that in both PvE and PvP the utility of a gimballed multi-cannon eclipses that of a fixed multi-cannon. Many times over.

I have written guides on the use of fixed weapons. I like fixed weapons. Modesty aside, I am (usually) accurate with fixed weapons. Some fixed weapons (such as rail guns) are plainly better than most gimballed competitors for their hard point place.

In the example of a plasma accelerator, the difficulty in hitting is made up for by burst damage. Because the weapon does not need to be held on target for long periods of time, but can deliver all its damage in one moment, a skilled user can leverage that successfully.

However, in the case of multi-cannons, whether fixed or gimballed, continuous time-on-target is paramount.

Because gimbals possess both (A) superhuman tracking, and (B) the ability to fire in a different direction to the direction in which the ship is facing (a colossal advantage), their 1600 mps remains currently adequate.

In the case of fixed multi-cannons, their use is really confined to a personal challenge / proof of skill / RP scenario. Even though they have somewhat better DPS and much better DPE than gimbals, it is simply more efficient to destroy NPC's, or to duel a skilled opponent 1v1, using gimbals.

(I should add that I am a member of the PvP Leaders section of the PvP Coalition Discord - a cross-group / no group body devoted to balance issues - and every representative, drawn from the most successful PvP groups in the game, has agreed that gimballed multi-cannons confer a massive advantage over fixed.)

I, personally, in three years of PvP, have so far never lost a duel, if me with gimballed multi-cannons, my opponent with fixed multi-cannons.

Furthermore, adoption of the 'shot speed solution' above would not increase damage of fixed over gimbals, and would not nerf gimbal tracking arc, so overcomes potentially objectionable sticking points.


A note on PvE

This is not a PvP-only thread. For the record, my personal preferred NPC farming weapon of choice in the many CZ BGS wars I fought on behalf of my former team was ... gimballed multi-cannons. Fixed just cannot offer the same Time-on-Target with their current shot speed.

It would benefit all players and the game if we were given a greater opportunity to get good at using this interesting ('dakka dakka!') yet currently largely neglected weapon.


A note on user stats

I have 100% confidence that Frontier's own user stats will confirm what I say in terms of the rarity of fixed multis being equipped, compared to gimballed.


Conclusion

Please increase fixed multi-cannon projectile velocity.

I personally would suggest taking them up to 2000 mps for both regular multis (+400 mps, or +25%) and Enforcer Cannons (+200 mps). Unifying the projectile speed between these weapons would be helpful for all users.

Bearing in mind as I say that target speed has increased (in PvP) by +40%, this modest +25% increase would not be overpowered. It doesn't even catch up. It just reduces the deficit.

In PvE this modest +25% increase would facilitate more engaging gameplay with this weapon for all players.

Thanks for considering!

o7

Truesilver
 
Use Engineered MC and the Problem ist gone. Long Range does that.

Yes but long range (/focused) is also available on plasma, on cannons and on both gimballed and fixed multi-cannons.

In other words because it is available on all it does nothing to address the relative balance issue identified for fixed multi-cannons in particular.

To give you an example:

An overcharged gimballed multi-cannon (1600 mps) and a long range fixed multi-cannon (3200 mps) will have about the same time-on-target in a skilled duel or against high-ranked NPC's.

Yet the gimballed multi-cannon gets +70% DPS via overcharging.

This is not a solution to the relative balance of the weapons / weapon variants. The fixed multi-cannon remains uniquely disadvantaged.

Frontier have already recognised the need for a differential in the example of cannons. All fixed cannon variants have higher shot speed than gimballed, eg, at size small, 1200 mps v 1000 mps.
 
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... ninjad by others, post for deletion.

... edit: my experience is that my gimballed lR MCs on hardpoints located on ship bottom fires much longer as any other variant. Imo is ridiculous ask for MCs buff when there can be used also premium ammo. ... and I don't care that 'proper' pvpers dont use it, there are many who does.
 
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Alternatively if one uses long range on both a gimballed multi and a fixed multi, both increase to 3200 mps and the gimbal remains vastly superior.

I repeat, this mod does not address the relative balance even between two variants of the same weapon, let alone compared to other weapons.
 
Imo is ridiculous ask for MCs buff when there can be used also premium ammo

Yes, fixed multi-cannons can be reloaded with premium ammo.

But plasma can also be reloaded with premium ammo. So can rail guns. So can frag cannons. So can cannons. So can gimballed multi-cannons. Even seeker missiles.

Premium ammo does not affect the relative disadvantage of fixed multi-cannons compared to other 'travel time' weapons, which this thread asks Frontier to address.
 
Simple awnser to all that: there is no need for a buff in my opinion. Why? Cause overcharged is mostly used in close combat ship-to-ship. I never had your listed problems.
 
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And how with low heat production and low energy needs? Plasmas are very different in this regard (especially newly modded without heat reduction)
 
I am grateful for your interest in this thread guys, but just taking the single example of gimballed multi-cannons and fixed multi-cannons, which unlike gimballed cannons and fixed cannons have the same projectile velocity:

- Gimballed multi-cannons currently confer a massive advantage over fixed in PvE

- Gimballed multi-cannons currently confer a massive advantage over fixed in 1v1 PvP

Because:

- Gimballed multi-cannons are overwhelmingly more popular in PvE because they offer far greater time-on-target against higher-ranked NPC's in medium or small ships, due to tracking and off-line firing

- Gimballed multi-cannons are overwhelmingly stronger in 1v1 PvP because in a skilled duel between two experienced and evasive PvP-ers, their twin advantages of tracking and firing in other directions than the ship is pointing, combined with post-2.1 hit point inflation, mean that any/all chaff can be exhausted at which point victory is certain

Concerning the latter point:

- I have been in PvP duels for three years and I repeat that I have never lost a duel in which I had gimballed multis and the opponent had fixed

- Cmdr Pipko of Smiling Dog Crew had a famously celebrated undefeated run in his Fer-de-Lance in 2.1, using three x gimballed multi-cannons, regularly defeating similarly skilled PvP pilots who were using fixed multi-cannons

- All members of the PvP Coalition Discord, a coalition devoted to game balance featuring representatives of the most provenly successful PvP groups in game, have previously agreed that gimballed multis are currently overpowered relative to fixed, 1v1

Therefore:

- A reasonable solution, I propose, without alerting damage or distributor draw, is to increase projectile velocity for fixed multi-cannons so as to improve time-on-target in both a PvE or PvP situation

I repeat that this thread is not just about fixed v gimballed but I am isolating the above in the interests of clarity. I may post again about comparisons to other weapons.
 
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Increasing the velocity of fixed multi-cannons is a big NO... sorry... In my opinion multi-cannons should be treated the same way cannons are.

fixed c1 MC = 1600mps
gimballed c1 MC = 1330mps

fixed c2 MC = 1400mps
gimballed c2 MC = 1160mps

fixed c3 MC = 1280mps
gimballed c3 MC = 1060mps

fixed c4 MC = 1200mps
gimballed c4 MC = 1000mps

This way it's fair between fixed and gimballed and it's fair between multi-cannons and cannons.
 
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Increasing the velocity is NO for me... sorry... In my opinion multi-cannons should be treated the same way cannons are.

fixed c1 MC = 1600mps
gimballed c1 MC = 1330mps

fixed c2 MC = 1400mps
gimballed c2 MC = 1160mps

fixed c3 MC = 1280mps
gimballed c3 MC = 1060mps

fixed c4 MC = 1200mps
gimballed c4 MC = 1000mps

This way it's fair between fixed and gimballed and it's fair between multi-cannons and cannons.

Hmm. I understand your argument that the difference in projectile velocity between fixed/gimballed cannons and fixed/gimballed multis could be the same % ...

... and I am grateful for the care with which you have set out your proposed velocities, o7 ...

... but beyond that, your proposal above would be a massive nerf for multis compared to cannons, because cannons have almost no distributor draw and no thermal load, which is balanced (compared to multis) by their lower projectile velocity. Your proposal nerfs the velocity of every single multi except for the c1 fixed.

Multis do have more ammo than cannons but beyond that one reason, I can't imagine why anyone would use multis rather than cannons on this scenario. Cannons having, on your proposal, not much slower projectiles, and as they already have now no fall-off for range, higher breach damage, no thermal load, tiny distributor draw and immense DPE.

It would also of course nerf multis compared to plasma, compared to hit scan weapons such as rails ... compared to everything, really.
 
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Hmm. I understand your argument that the difference in projectile velocity between fixed/gimballed cannons and fixed/gimballed multis could be the same % ...

... but beyond that your proposal above would be a massive nerf for multis compared to cannons, because cannons have almost no distributor draw and no thermal load, which is balanced (compared to multis) by their lower projectile velocity. Your proposal nerfs the velocity of every single multi except for the c1 fixed.

Multis do have more ammo than cannons but beyond that one reason, I can't imagine why anyone would use multis rather than cannons on this scenario. Cannons having, on your proposal, not much slower projectiles, and as they already have now no fall-off for range, higher breach damage, no thermal load, tiny distributor draw and immense DPE.

Any change to multi-cannons would likely need extensive testing to get it right, the numbers I posted was based on the numbers from the cannons, I just started at 1600mps for the fixed c1 MC and worked my way from there, so the velocity could start a little higher... 2000mps seems a little high for me but about 1800mps would be fine I think.

I looked at the difference in thermal load and distributor draw (per second) between multi-cannons and cannons and... well... it's all over the place, from 0% to 25%+ difference ... so either adopt the number scheme of the cannons or re-think the whole setup... probably best to try the cannons number scheme first and see how it works out.
 
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probably best to try the cannons number scheme first and see how it works out

That's perfectly reasonable but as a buff to fixed, not a nerf to gimballed.

When cannon velocities were buffed in 2.2 or 2.2.3, Frontier buffed both gimballed and fixed, but they buffed fixed more.

Bearing in mind that since Season 1, target (ship) speeds have increased by up to +40% in PvP, I can't see why we'd reduce shot velocities. (Note also that average target speed over distance and acceleration are much higher than +40%, due to distributor modding.)

Cannons have a fairly consistent +20% velocity applied to fixed over gimballed.

If we applied that same ratio to multis, fixed would rise from 1600 to 1920 mps, which seems a reasonable starting point to me and ofc not much different to my initial proposal of 2000 mps.

I repeat that unlike cannons, plasma and missiles ... multis currently have the same velocity they had in ED 1.0.
 
That's perfectly reasonable but as a buff to fixed, not a nerf to gimballed.

When cannon velocities were buffed in 2.2 or 2.2.3, Frontier buffed both gimballed and fixed, but they buffed fixed more.

Bearing in mind that since Season 1, target (ship) speeds have increased by up to +40% in PvP, I can't see why we'd reduce shot velocities. (Note also that average target speed over distance and acceleration are much higher than +40%, due to distributor modding.)

Cannons have a fairly consistent +20% velocity applied to fixed over gimballed.

If we applied that same ratio to multis, fixed would rise from 1600 to 1920 mps, which seems a reasonable starting point to me and ofc not much different to my initial proposal of 2000 mps.

I repeat that unlike cannons, plasma and missiles ... multis currently have the same velocity they had in ED 1.0.

Cannons was changed in 2.2... can't find any 2.2.3 patch note... anyway I have to agree that 1920mps would be a reasonable starting point, you are 100% right and I'm dumb for not checking:(.

So... numbers then...

fixed c1 MC = 1920mps
gimballed c1 MC = 1600mps


fixed c2 MC = 1680mps
gimballed c2 MC = 1400mps


fixed c3 MC = 1540mps
gimballed c3 MC = 1275mps


fixed c4 MC = 1440mps
gimballed c4 MC = 1200mps

So... how do like them numbers?
 
Cannons was changed in 2.2... can't find any 2.2.3 patch note... anyway I have to agree that 1920mps would be a reasonable starting point, you are 100% right and I'm dumb for not checking:(.

So... numbers then...

fixed c1 MC = 1920mps
gimballed c1 MC = 1600mps


fixed c2 MC = 1680mps
gimballed c2 MC = 1400mps


fixed c3 MC = 1540mps
gimballed c3 MC = 1275mps


fixed c4 MC = 1440mps
gimballed c4 MC = 1200mps

So... how do like them numbers?

Bu-but those numbers would make 5 out of 8 multi-cannon variants have worse velocities than now...

Also, I think that to introduce a speed difference between different sizes of multi-cannon, for the first time in the history of the game, would be most unpopular due to different points of aim. Although not too relevant to gimbals, this would severely discourage combining different sizes of fixed multi-cannon, when the entire objective of this thread is to encourage greater use of fixed multi-cannons.

I suggest maintaining the existing gimballed shot speed, in all sizes, at 1600 mps, and increase fixed shot speed by 20-25%, again across all sizes, to 1920-2000 mps.
 
Bu-but those numbers would make 5 out of 8 multi-cannon variants have worse velocities than now...

Also, I think that to introduce a speed difference between different sizes of multi-cannon, for the first time in the history of the game, would be most unpopular due to different points of aim. Although not too relevant to gimbals, this would severely discourage combining different sizes of fixed multi-cannon, when the entire objective of this thread is to encourage greater use of fixed multi-cannons.

I suggest maintaining the existing gimballed shot speed, in all sizes, at 1600 mps, and increase fixed shot speed by 20-25%, again across all sizes, to 1920-2000 mps.

Uhh yeees it would be most unpopular indeed, would make for great forum entertainment lol... but wouldn't it then only be fair to have the same for cannons (1200mps for fixed and 1000mps for gimballed) velocity wise?
 
Match velocities with cannon variants to test, and apply proper physics to projectiles. Would give a new dynamic to combat and give small, fast ships a projectile advantage. If you aren't following, the shot speed could simple be added to the speed of the vessel firing it (simplified).
It's ludicrous to shoot a 1600m/s projectile from a 500m/s vessel only to have it SLOW DOWN after firing...
Damage falloff of a projectile is also non-sensical. Energy weapons you can handwavium off with energy bloom I suppose, but a slug in space is just going to keep going. Limit range for the targeting of gimballs/turrets, sure. But the slug shouldn't just dissapear into thin air. My two pence lol.
 
Uhh yeees it would be most unpopular indeed, would make for great forum entertainment lol... but wouldn't it then only be fair to have the same for cannons (1200mps for fixed and 1000mps for gimballed) velocity wise?

Do you mean that multi-cannons should receive a massive nerf to their effectiveness, in the form of reduced projectile velocity, so as to make their velocity equal to cannons?

If so, why?

Please check out my comprehensive weapons tables here:

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

You'll see that on Damage-per-Energy (one of the most important measures of effectiveness in ED) cannons are at two to three times as effective as multis at this time.

And cannons have similar DPS, higher APV, higher breach damage and no fall-off for range.

Furthermore, cannons have already received no fewer than four buffs since Season 1 (two buffs to shot speed, one buff to damage, plus the removal of all fall-off for range).

If you reduce a multi-cannon to the same velocity as a cannon you simply have a weapon that is incomparably worse in every respect except for ammo pool.

I don't understand the argument behind the above being 'fair'. The fact that multis have higher projectile velocity than cannons is their key advantage over cannons, balancing against the various disadvantages.

Match velocities with cannon variants to test, and apply proper physics to projectiles. Would give a new dynamic to combat and give small, fast ships a projectile advantage. If you aren't following, the shot speed could simple be added to the speed of the vessel firing it (simplified).
It's ludicrous to shoot a 1600m/s projectile from a 500m/s vessel only to have it SLOW DOWN after firing...
Damage falloff of a projectile is also non-sensical. Energy weapons you can handwavium off with energy bloom I suppose, but a slug in space is just going to keep going. Limit range for the targeting of gimballs/turrets, sure. But the slug shouldn't just dissapear into thin air. My two pence lol.

I do understand your points about inherited momentum and also range, which would be big changes in ED but not necessarily unwelcome ones. Weapons such as torps do have some inherited momentum (although it rapidly disappears) so there is some precedent there.

However, about equalising multi-cannon and cannon projectile velocity, the fundamental point between these two relatively similar weapons is that per second a cannon is in every or almost every respect significantly better than a multi-cannon, with the balancing factor in the multi corner being higher projectile velocity.

Equalise shot speed and keep everything else the same and the multi-cannon is merely a feeble cannon.

This would seems to create the very definition of imbalance.
 
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Do you mean that multi-cannons should receive a massive nerf to their effectiveness, in the form of reduced projectile velocity, so as to make their velocity equal to cannons?

If so, why?

Please check out my comprehensive weapons tables here:

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

You'll see that on Damage-per-Energy (one of the most important measures of effectiveness in ED) cannons are at two to three times as effective as multis at this time.

And cannons have similar DPS, higher APV, higher breach damage and no fall-off for range.

Furthermore, cannons have already received no fewer than four buffs since Season 1 (two buffs to shot speed, one buff to damage, plus the removal of all fall-off for range).

If you reduce a multi-cannon to the same velocity as a cannon you simply have a weapon that is incomparably worse in every respect except for ammo pool.

I don't understand the argument behind the above being 'fair'. The fact that multis have higher projectile velocity than cannons is their key advantage over cannons, balancing against the various disadvantages.

No no no sorry:( no I don't mean same velocity as cannons, what I meant was IF multi-cannons got a shot speed of 1920mps for all fixed and 1600mps for all gimballed that it would be fair that cannons got a shot speed of 1200mps for all fixed and 1000mps for all gimballed as cannons is the only weapon platform that has a different shot speed for weapon class 1 to 4 and between fixed and gimballed.
 
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As someone who has worked on fixed cannons and what would be called gimaballed cannons to the layman the shot speed should be changed IMO. It's the same gun firing the same round at the same rate.....

BUT...

The gimbal effect is killed off by the use of target lock on disruption (SR, chaff etc) this IMO is generally fine to balance out the difference in damage stats. What I would like to see however is a mechanism that slowly increase jitter over time for the longer the gimballed projectile is firing.
 
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