So about the Concord Cannons

If (when?) you get around to fixing the rearm bug with them could we maybe get them to be automatic? By this I mean holding down the trigger will continue to fire once ready. Every other naturally burst fire weapon (by which I mean the burst laser and the imperial hammer) function this way but not the concord?
 
When I hold the trigger down it fires continuously?

Also the rearm bug only seems to happen with overcharged (maybe something in the code somewhere thinks OC should reduce clip size like it does with multicannons and it's causing problems) - try switching to SRB. It's not like you're hitting anything with a gimballed cannon past 2km anyway.
 
If (when?) you get around to fixing the rearm bug with them could we maybe get them to be automatic? By this I mean holding down the trigger will continue to fire once ready. Every other naturally burst fire weapon (by which I mean the burst laser and the imperial hammer) function this way but not the concord?
I don't know if it is against TOS, if so, I am not advocating for this:

You can use voiceattack or autohotkey to toggle the fire 1 or 2 buttons.
 
If (when?) you get around to fixing the rearm bug with them could we maybe get them to be automatic? By this I mean holding down the trigger will continue to fire once ready. Every other naturally burst fire weapon (by which I mean the burst laser and the imperial hammer) function this way but not the concord?
Just use Autoloader until fix. It fixes all current bugged issues with concord cannons, and besides, all other experimantal for cannons nowhere as good, as Autoloader does increase from 3x3 shots to 4x3 per reload, by time 3th burst is fired. That does increased DPS quite a bit, and if stacked by factor 5 or 6, thats one of most insane pure kinetic dps around.

As for it being semi-auto (rather automatic), it does not diminish its devastation potential any bit.

When I hold the trigger down it fires continuously?
Its semi-auto for me. If I press trigger and hold, it fires only once (3 shot burst, thats it). I didnt tried anything else than stock or OC, but both was semi-auto for me.

- try switching to SRB. It's not like you're hitting anything with a gimballed cannon past 2km anyway.
5% more dmg on SRB vs OC, is not worth cutting range by 50%, not with this weapon, IMO. Lemme explain why;

Its quite accurate and it works nearly to its max range, as there is no dmg falloff at all in that weapon, becasue even if not gonna hit modules reliably past 2km, its still gonna hit enemy ship regardless (all medium to large sized ships), in mid range to its maximum range. But there is catch to it:

Well, I could destroy modules of big ship cmdrs (thanks to oversized modules hitboxes), with no problems even at its max range of 3,5 km, but the mentioned catch is that, I used 6 of them at same time (on p2), so some shots always hit its mark, even at max distance (most of them, actually);

This setup is like long range "high caliber shotgun" that does shoot 1300 m/s high breach chance projectiles, as with atleast 6 of OC Concord cannons, each trigger pull, causes fire 18 cannon shells. 21 dmg x 18 = 378 dmg per trigger pull - autoloader allows to shoot 4 times per reload at max fire rate (4sec reload duration) so dmg per mag is about 1512(!) dmg of pure kinetic maddness... thats it, if all 72 projectiles hits its mark, but in close to mid range, this is not a problem at all, given that chaff is so rarely used these days by tons of cmdrs :cool:

I'd say stacked OC concord's kind are superior to pacif frags even, far as pure kinetic dps goes, due of higher velocity and range, higher AP, and better breach chance and of course by ease of use, being gimballed.... but with atleast 6 of them.

Of course such dmg can be hindered by kinetic resistances by a lot and hull hardness as well (even then still does quite dmg), but for an any "unprepared" bulid that skiped hull day or does not had decent kinetic resists, its gonna be bad news indeed, and some cmdrs already found it hard way :)

Thats why I meant if use autoloader, it gets more crazy if more cannons are used at same time, and this weapon takes it to another level.
 
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When I hold the trigger down it fires continuously?

Also the rearm bug only seems to happen with overcharged (maybe something in the code somewhere thinks OC should reduce clip size like it does with multicannons and it's causing problems) - try switching to SRB. It's not like you're hitting anything with a gimballed cannon past 2km anyway.
I’m not sure what you’ve done to get that but stock, SRB and Rapid all are semi auto. I do tend to prefer SRB on cannons as a whole, the distro is a bit heavy even on SRB (of course I’m running 4 like a madman)
From memory APAs, certain frags and Shock Cannons are non automatic.
APAs definitely are, normal PAs are as well I believe it just doesn’t some up very much. Rapid Frags are automatic I believe but I’ve never tried. Shock Cannons are just weird so probably best to ignore it.
Just use Autoloader until fix. It fixes all current bugged issues with concord cannons, and besides, all other experimantal for cannons nowhere as good, as Autoloader does increase from 3x3 shots to 4x3 per reload, by time 3th burst is fired. That does increased DPS quite a bit, and if stacked by factor 5 or 6, thats one of most insane pure kinetic dps around.

As for it being semi-auto (rather automatic), it does not diminish its devastation potential any bit.


Its semi-auto for me. If I press trigger and hold, it fires only once (3 shot burst, thats it). I didnt tried anything else than stock or OC, but both was semi-auto for me.


5% more dmg on SRB vs OC, is not worth cutting range by 50%, not with this weapon, IMO. Lemme explain why;

Its quite accurate and it works nearly to its max range, as there is no dmg falloff at all in that weapon, becasue even if not gonna hit modules reliably past 2km, its still gonna hit enemy ship regardless (all medium to large sized ships), in mid range to its maximum range. But there is catch to it:

Well, I could destroy modules of big ship cmdrs (thanks to oversized modules hitboxes), with no problems even at its max range of 3,5 km, but the mentioned catch is that, I used 6 of them at same time (on p2), so some shots always hit its mark, even at max distance (most of them, actually);

This setup is like long range "high caliber shotgun" that does shoot 1300 m/s high breach chance projectiles, as with atleast 6 of OC Concord cannons, each trigger pull, causes fire 18 cannon shells. 21 dmg x 18 = 378 dmg per trigger pull - autoloader allows to shoot 4 times per reload at max fire rate (4sec reload duration) so dmg per mag is about 1512(!) dmg of pure kinetic maddness... thats it, if all 72 projectiles hits its mark, but in close to mid range, this is not a problem at all, given that chaff is so rarely used these days by tons of cmdrs :cool:

I'd say stacked OC concord's kind are superior to pacif frags even, far as pure kinetic dps goes, due of higher velocity and range, higher AP, and better breach chance and of course by ease of use, being gimballed.... but with atleast 6 of them.

Of course such dmg can be hindered by kinetic resistances by a lot and hull hardness as well (even then still does quite dmg), but for an any "unprepared" bulid that skiped hull day or does not had decent kinetic resists, its gonna be bad news indeed, and some cmdrs already found it hard way :)

Thats why I meant if use autoloader, it gets more crazy if more cannons are used at same time, and this weapon takes it to another level.
Force shell is really silly on them, 4 and a good burst on target with SRB are enough to bring a Python MK2 at speed to a standstill and the second will yeet it back. Great for those frag builds if you can keep them at ~1.5km. The semi/auto argument is more for convenience then effectiveness, there is a small audio cue but in the heat of battle its very easily drown out. Even Rapid fire doesn't make them automatic (which I’m about 90% certain it does for Frags). Rapid is kinda bad because of the way they work anyway.
 
Force shell is really silly on them, 4 and a good burst on target with SRB are enough to bring a Python MK2 at speed to a standstill and the second will yeet it back. Great for those frag builds if you can keep them at ~1.5km.
Force shells while being quite overpowered for 1v1's, due of thier ability to disturb enemy movements, it has serious side effect that its not really helpfull at all when chasing running targets, as it will give them additional boost, pushing any ship quickly well beyond thier max speed in just few hits. In other words, its hard if not next to impossible to secure a kill with such, to anything that can survive couple of shots, decides to run away. Many cmdrs gets quite mouthfull in chat, if they gets away each time like that, I cant have that when I am around. Good thing that autoloader does not have such issue and DPS is level above in comparsion to any other special effect.

Besides, if there is arranged 1v1, using force shells at such is like using flechettes, long-range-reverski-only bulids or something akin to pre-nerf APA TLB's or even old-school pre-nerf thermal cascade like there was in old heat meta... in other words, not something fun to fight against at all. Organic PVP is one thing, but in arranged fights, both sides should be not using chessin strats like that, atleast in my opinion, if each side have any bit of respect to each other, thats it.
 
Force shells while being quite overpowered for 1v1's, due of thier ability to disturb enemy movements, it has serious side effect that its not really helpfull at all when chasing running targets, as it will give them additional boost, pushing any ship quickly well beyond thier max speed in just few hits. In other words, its hard if not next to impossible to secure a kill with such, to anything that can survive couple of shots, decides to run away. Many cmdrs gets quite mouthfull in chat, if they gets away each time like that, I cant have that when I am around. Good thing that autoloader does not have such issue and DPS is level above in comparsion to any other special effect.

Besides, if there is arranged 1v1, using force shells at such is like using flechettes, long-range-reverski-only bulids or something akin to pre-nerf APA TLB's or even old-school pre-nerf thermal cascade like there was in old heat meta... in other words, not something fun to fight against at all. Organic PVP is one thing, but in arranged fights, both sides should be not using chessin strats like that, atleast in my opinion, if each side have any bit of respect to each other, thats it.
I’ve had a few arranged duals with force shell, both using myself and having them used against me and I’ve never heard any complaints. The whole fleeing ship thing is in the back of my head but in my experience organic PvP rarely stays a 1v1 and quickly escalates to a wing fight where the weakness is much less pronounced. Raw DPS is fine and dandy but the damage evasion and time on target given by Force is unmatched.
 
Hmm, continuous fire would help mix it with other weapons like multi-cannons in same fire button. Otherwise I don't mind it being semi-auto type. I like the weapon. It's a sort of compromise between multi-cannon and cannon. Doesn't run out of ammo as fast as the latter, which makes it more usable in PvE.
 
When I hold the trigger down it fires continuously?

Also the rearm bug only seems to happen with overcharged (maybe something in the code somewhere thinks OC should reduce clip size like it does with multicannons and it's causing problems) - try switching to SRB. It's not like you're hitting anything with a gimballed cannon past 2km anyway.
I concur. Just went through a whole ordeal trying to find out how to get around the rearming of the concord cannon (G5, overcharged, oversized). It so happened that the count of my clip got to be off from the standard 9/3.... being 9 a full clip and 3 for the salvo of rounds.
I found out the the clip needs to be full, ie contain the 9 rounds, to be able to rearm.

So in order to rearm, be sure to come in with a full clip. If not, then synthesize.

TL;DR
My clip was off on the standard count of 3. I ended the last salvo with 2 rounds from the old clip and then 1 round got shot from the new clip. So never a full clip of 9. I had to synthesize from an emptied clip to a fully armed clip with weapons stowed.
 
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