The Concord Cannon

Where/how does the exponentially-lower bit come into play when you change the number of cannons fitted to the ship?
Say, you got only 3 concords, thats 9 shots per salvo, if you got 6 cannons, then its 18. At larger distances (2km or more), due of gimball wiggle, some shots are prone to miss(but that depend mainly on size of target), but point is that if more projectiles are shot at once, then higher amount of them gonna hit. Better to miss 3 or 4 from 18, than miss 3 or 4 from 9 per shot. In other words, adding more cannons at once, increases chances to hit at distance. There also other factors, and ship speed is one of them, faster ships will "add" own speed to shots, meaning that shots will reach its target faster. Thats why, p2 with 6 condord cannons, will be more effective than conda that also can mount 6, due that p2 is about 200 m/s faster, and of course more nimble, and that p2 will have easier time to hit more distant targets.
 
Say, you got only 3 concords, thats 9 shots per salvo, if you got 6 cannons, then its 18. At larger distances (2km or more), due of gimball wiggle, some shots are prone to miss(but that depend mainly on size of target), but point is that if more projectiles are shot at once, then higher amount of them gonna hit. Better to miss 3 or 4 from 18, than miss 3 or 4 from 9 per shot. In other words, adding more cannons at once, increases chances to hit at distance. There also other factors, and ship speed is one of them, faster ships will "add" own speed to shots, meaning that shots will reach its target faster. Thats why, p2 with 6 condord cannons, will be more effective than conda that also can mount 6, due that p2 is about 200 m/s faster, and of course more nimble, and that p2 will have easier time to hit more distant targets.
OK but this doesn't address the question of why it isn't just purely linear with the number of guns you've got - where's the exponentially-different part coming into play?
 
OK but this doesn't address the question of why it isn't just purely linear with the number of guns you've got - where's the exponentially-different part coming into play?
Gimball wiggle x amount of cannons x distance x size of target.

Less cannons are, then hit rate wont be high at all (at distance). Donno how you see it, but thats exponentially relative to me, because when you add more cannons, "miss" rate does not increase much at all, but hit rate increases drastically, and since its not linear, then what it is then? Its not linear because of randomness of wiggle, so you cant have "constant" anwsers, or same results all the time, there variety because of that radomness.
 
Gimball wiggle x amount of cannons x distance x size of target.

Less cannons are, then hit rate wont be high at all (at distance). Donno how you see it, but thats exponentially relative to me, because when you add more cannons, "miss" rate does not increase much at all, but hit rate increases drastically, and since its not linear, then what it is then? Its not linear because of randomness of wiggle, so you cant have "constant" anwsers, or same results all the time, there variety because of that radomness.
I have no idea what you mean, sorry.
 
Think I've found a workaround.

I had 5 of these on one of my python ll's. And one would not load at all. Consequently the others wouldn't reload. Then they did except the 5th one.
So l removed it.
Placing 2 turreted beams in the size 2 hardpoints.
The remaining 4 size 3 hardpoints had the concord cannons overcharged auto loader.
Now they work perfectly 👌. Reloading each and everytime.
Hope this helps 🙏.
**Oh I forgot to mention this is via advanced maintenance tab not the reload tab before take off/landing.
And grrrrrr not working now! Tried relog! Nope its trash sorry ignore me!!**

(Voted)
 
Last edited:
Concord cannon still not working ie reloadable
Yes and there is also no indication that it has been fixed in the update notes, what is the issue tracker for if no one from frontier cares? it really has enough votes to be fixed, but nothing happens....thanks for the new powerplay weapon that doesn't work properly
 
Please fdev this bug has either been overlooked or its knackered. At least let us know. This weapon is Op. So let's try to resolve it!
One way or the other
 
Gimball wiggle x amount of cannons x distance x size of target.

Less cannons are, then hit rate wont be high at all (at distance). Donno how you see it, but thats exponentially relative to me, because when you add more cannons, "miss" rate does not increase much at all, but hit rate increases drastically, and since its not linear, then what it is then? Its not linear because of randomness of wiggle, so you cant have "constant" anwsers, or same results all the time, there variety because of that radomness.
Hey, may I ask what you use in the 2x C1 hardpoints vs cmdrs?

I was flying my frag Python 2 at the Haz RES last time, then got attacked by a cmdr flying a silent running Cobra5. I am not sure what he was shooting at me (I believe the Guardian Plasma, which I am not familiar with..it was making a dry "pop" sound when he hit me with) and was amazed at how he flew it (he was damn good), I could not land any hit with my frags, though I managed to graze him a couple of time (eating about 10% of his hulll...).
Anyway, I MUST try this ship, next on my engineering to-do list :)
 
Hey, may I ask what you use in the 2x C1 hardpoints vs cmdrs?
Adv. dumbfires high cap, salvation plasma chargers, LR rails, high cap seekers.

Small salvation PC are quite underated, it small sized PA, doing absolute dmg, and hold trigger mechanic, but each shots must be fully charged. Lots of ammo, decent dmg for small size hardpoint, ease of use, due of high speed... and given C5 distro size of 4, this one should handle about 2 small PC's, to be not bottlenecked on WEP too much.

Adv. missiles have high capacity by default, and with high cap is about 120+ missiles per small hardpoint. Each missile does 50 explosive dmg, and there are S tier selection of experimentals to use along. Superpen, emmisive, FSD disrupt, and many others. Kinda hard to aim as dumbfire, but when spammed, some missiles will connnect, and depend on situation, every missile hit counts, especially when used against exposed hull.

Seekers are somewhat limited, 12/12 or 24 missiles per hardpoint, but its still seekers... may require lots of synth due of low ammo, but its worth, when enemy ship needs be disarmed or immobilized. Seekers are good to kill drives and hardpoints of targets.

Rails are either for rail cancel or plasma slug spam. Small rails can fire faster than medium ones, and are less tax on distro. Good for forcing cmdrs into defensive with pips, when constanly spaming rails shots up to 6 km, other than canceling SCB's. Its hitscan, so not difficult to use as well.



Btw, concords are not fixed by latest update.
 
Hey, may I ask what you use in the 2x C1 hardpoints vs cmdrs?

I was flying my frag Python 2 at the Haz RES last time, then got attacked by a cmdr flying a silent running Cobra5. :)

It is also good to have a "debuff turret". Like a small pulse laser with emissive shot, completely ruins silent running, fires independently so you not have to worry about aim. Another good one is a small pulse turret with scramble spectrum - this mod randomly disrupts module on the target, works against hull only. And all time favorte small turreted multicannon with corrosive shell, anti hull effect only, increase damage dealt to target' ship.
 
I have a load of engineered Concord cannons and I too was getting the reload bug in the stations where it would let me select reload but nothing happened. However the reload for the Concords works fine on my fleet carrier. Can someone else who is suffering from the bug try reloading on a FC and see if it works for them too?
 
I have a load of engineered Concord cannons and I too was getting the reload bug in the stations where it would let me select reload but nothing happened. However the reload for the Concords works fine on my fleet carrier. Can someone else who is suffering from the bug try reloading on a FC and see if it works for them too?
Woohoo!
That could be the main reason for me to finally buy a carrier!
Now I just need to rank up and get access to the damn cannon...my craving for Platinum is suddenly intensifying ;)
 
Last edited:
Back
Top Bottom