Shock Cannons: A beautifully designed weapon overlooked for an easily solvable reason

I finally got around to unlocking and using shock cannons earlier, and found that they're actually probably the single most fun and mechanically interesting and satisfying weapon in this entire game in my opinion. Their model, sound design, and firing mechanics are absolutely beautiful. To add to it, their damage output, range, and accuracy fill a unique niche between other kinetic weapons. While I understand not being able to engineer them (dear god that'd be horrifying), I simply cannot understand their atrocious ammo pool.

Sure, their damage output is pretty scary. But compare their damage (factoring in reload time, the need to stop shooting to let heat and accumulated spread dissipate, etc.) to that of engineered multicannons (overcharged or rapid fire) and they're honestly about on par. In fact, shock cannons are quite possibly the only tech broker weapon that actually stacks up VERY closely to fully engineered normal weapons. Hell, they're nowhere near as horrifying as double shot screening frags, and those things have way more ammo even still.

If you factor out the awful ammo problems, they honestly seem remarkably well balanced with high-end engineered weapons, which is EXACTLY how non-engineerable tech broker weapons/modules ought to be. People immediately dismissed these as obsolete due to their awful ammo in the beta of the update they were added in, yet the ammo count was never touched. Were shock cannons simply forgotten? These things are pure gold, and fix to making them an incredibly fun and potentially popular weapon that fits handily into the current meta is as simple as giving them a load of ammo. I see no reason not to give these the ammo longevity of multicannons when you consider how similar in power they are to fully engineered multicannons.

Come on, FDEV. Why the hell not? They're beautiful and incredibly fun in every aspect and are held back by a simple number. What are you waiting for???
Just give shock cannons have 1000-1500 rounds in reserve and see how it goes. 260 shots on shock cannons now is easily as painful as the old 33 shot fragment cannon reserves.
 
I do like them too, and they look awesome!!!

However they have drawbacks, including;

-poor ammo reserve (as you mentioned)

-Fall behind in terms of other weapons in terms of effectiveness.

the pros however being high DPS, and auto loader make them very useful for assassination scenarios.

What i'd like to see is for them to be engineered (you put the effort into grinding them, fair you should get a reasonably powerful weapon as a reward) with either more unique special effects or those simular to the regular canon (Force shell would be 'split my ribs' kind of hilarious! :D ) you can always upgrade with the ammo capacity upgrade from the respective engineer!


I'd also like to see definite engineering options for the Flechette launcher (currently 2nd most worst weapon devised) enzyme missile rack (THE worst weapon in the game) and meta alloy HRP (worst for pretty much everything to do with HRP's) upgrades to these are WELL needed to make them actually worth something. and for some they would have to be AMAZING special effects to make these weapons even slightly useful. given there is a grind element with these weapons, i'd expect at least some usefulness.

For the meanwhile, I will still prefer pretty much any weapon over the tech broker toys. for size 3 I use APA's or Pacifiers (both can actually be engineered well beyond the lethality of shock cannons) size 2 Pack hounds are common for me (DPS and engineering leave Shocks for dead) size 1 I don't really care to much about what I put on there, I am a fan of railguns is guess, not many of my ships have size 1's... I am getting enforcer cannons now :)


If a size 4 was released that would be VERY interesting, I would definitely use it on my mamba!!! I will go suggest that now :)
 
Size 4s would be a lot of fun, I'd love to see that. As for engineering them... I dunno man, they're honestly far above the strength of any NON-ENGINEERED normal weapon, and only fall short compared the scariest of grade 5 engineered builds. Giving them anything close to the grade 5 overcharged stat boosts that current engineerable weapons get would probably make them a bit overpowered.

Right now they do less sustained dps than multicannons and less burst damage than frags, but can do both and switch between "crappy multi mode" and "crappy frag mode" on a moments notice, which is an extremely strong perk that is likely overlooked, and is honestly what makes them so unique and cool. I'd love to see them engineerable just to be able to give them some ammo (high cap please) but if that issue was solved through a simple base ammo count buff, I honestly think they'd become a balance nightmare in PVP if they were ALSO given strong engineer options.

My issue is really just that they fill that weird versatility niche so perfectly, yet they have they run out of ammo is fast as frags did back when they had that god-awful 33 shot ammo pool. Like, why?
 
If they would rework the synth reload to a workable formula with only raw mats it would be balanced IMO. I really like this weapon , but MCs and frags beat it hands down right now.
 
Size 4s would be a lot of fun, I'd love to see that. As for engineering them... I dunno man, they're honestly far above the strength of any NON-ENGINEERED normal weapon, and only fall short compared the scariest of grade 5 engineered builds. Giving them anything close to the grade 5 overcharged stat boosts that current engineerable weapons get would probably make them a bit overpowered.

Right now they do less sustained dps than multicannons and less burst damage than frags, but can do both and switch between "crappy multi mode" and "crappy frag mode" on a moments notice, which is an extremely strong perk that is likely overlooked, and is honestly what makes them so unique and cool. I'd love to see them engineerable just to be able to give them some ammo (high cap please) but if that issue was solved through a simple base ammo count buff, I honestly think they'd become a balance nightmare in PVP if they were ALSO given strong engineer options.

My issue is really just that they fill that weird versatility niche so perfectly, yet they have they run out of ammo is fast as frags did back when they had that god-awful 33 shot ammo pool. Like, why?

Haha, yeah I think we can all agree the ammo is less than sad for this weapon, if I could use it as a spam cannon then yeah, I think I could give the engineering a miss...for now ;)

What if engineering for Shocks only went up to grade 3? a sufficient boost to stats without being too extreme. I just want to see some experimental effects on it. the Flechette and Enzyme weapons would still be terrible even if grade 20 existed honestly :D these can be engineered to grade 5. I really do enjoy the engineering prospect of the game, a great way to pass time and provides a good sense of achievement when you get the weapon you want! :)


If they would rework the synth reload to a workable formula with only raw mats it would be balanced IMO. I really like this weapon , but MCs and frags beat it hands down right now.

I remember you saying this a while back (gave you rep I think and my computer bugged up as I was typing a response :( ..so I didn't actually comment sorry) yeah these things have crazy requirements for basic ammo. for damage I think I will always prefer my Pacifiers/ APA's or as you say multi cannons over them, as the Shocks cannot be engineered, the can never meet the ferocity of an overcharged Multi cannon of death!!!!! Multi's are among my favourite weapons for this purpose ;) keen to try out enforcers in a month ;)
 
If they would rework the synth reload to a workable formula with only raw mats it would be balanced IMO. I really like this weapon , but MCs and frags beat it hands down right now.

Awful formula aside, the cost of shock cannon reloads even compared to other reload costs in the current system is pretty gross. It costs 5 mats for the basic restock, 2 of which are grade 3 manufactured lol.
I would love to see the synth system revamped though.
 
Awful formula aside, the cost of shock cannon reloads even compared to other reload costs in the current system is pretty gross. It costs 5 mats for the basic restock, 2 of which are grade 3 manufactured lol.
I would love to see the synth system revamped though.

In all honesty, most synthesis basic should only cost grade 1 materials, even grade 2 may be asking a bit much. it is after all the cheapest of the cheap ammo you are getting, not like it is premium or anything (hate to think what that costs, never looked at it for shocks :D )
 
In all honesty, most synthesis basic should only cost grade 1 materials, even grade 2 may be asking a bit much. it is after all the cheapest of the cheap ammo you are getting, not like it is premium or anything (hate to think what that costs, never looked at it for shocks :D )

Couldn't agree more. I'm fine with premium synth being expensive as certain DPS intensive builds with ANOTHER 30% tacked on become pretty absurd, but I'll never understand basic ammo being anything but trivial to create.
 
I like them as well, although because of the limited ammo only use them for special occasions. I have a feeling this is intentional. There could be a weaker rival product with more default ammo.
 
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I fully agree with the OP here, Shock Cannons are great weapons and the aesthetics of them are just superb, among the best the game has to offer.

But that ammo count is just painfully bad.

I was playing around with them last night and came to a similar conclusion as the OP - in how I typically use them (firing quickly, but mostly not quick enough to make my aim go wonky or overheat), my G5 multicannons do more DPS and will keep doing that over far more fights.

The flexibility to turn it into a baby frag is nice, yes, but that ammo count is not a good balancing mechanic - the heat and jitter is.

Up the ammo capacity!
 
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