I've been wavering on whether or not I should make this thread, but after really sitting down with these largely forgotten weapons since that last thread about them I've decided to pull all of my research / videos about Shock Cannons together into one last, definitive thread to get them the buffs they deserve.
The Current State of Shock Cannons
Released in the 3.0 update back in 2018, Shock Cannons are a blend of Cannons, Frag Cannons and Multicannons that can deal significant damage to targets very quickly. Despite some fanfare and a few YouTube videos demonstrating their capabilities, they were largely forgotten shortly after the update. It would also appear as though FDEV has forgotten about them as well, as the Odyssey graphics for them appear... unfinished:
For reference, this is what they look like in Horizons:
Now, to understand why Shock Cannons are one of Elite's most forgotten weapons, we first need to dive deep into its stats. Courtesy of Past Me, I created and uploaded a spreadsheet detailing how Shock Cannons compare to their stock and Engineered peers. That spreadsheet can be found here:
drive.google.com
In the Spoiler below, I have pulled out a few graphs showcasing how Class 3 (Large) Shock Cannons compare to their Overcharged Peers:
A bit of a summary of the info presented in the spreadsheet, again courtesy of Past Me:
Secondly, we need to translate those stats into practical examples. Here are several videos showcasing Shock Cannons in a variety of combat situations:
Source: https://youtu.be/jabVYpdYIQs
Source: https://youtu.be/SDK8VLRW7iA
Source: https://youtu.be/u-2438mmcik
Source: https://youtu.be/LmsyRzQw1gE
Source: https://youtu.be/liWoON8sV7Y
Source: https://youtu.be/_aqdWultZXw
As demonstrated by its stats and the videos above, Shock Cannons are clearly powerful weapons, boasting an incredibly high burst DPS when all shots land on target. Unfortunately, that's all they have going for them, as they have several fatal downsides:
Suggestions for How to Improve Shock Cannons
To return them to relevancy, here are a number of my suggestions on how to improve Shock Cannons in order of importance:
1. Triple Current Ammo Reserves - at a Minimum
Elite's combat is 99% farming NPCs, either through Haz RESs, CZs, or mission stacking; as demonstrated in the videos above, Shock Cannons lack the longevity to complete a single High CZ or burn through a single hardened opponent without relying on excessive ramming. Furthermore, Shock Cannons have the ability to fire at a blistering 10 rounds per second, encouraging players to spam-fire them to achieve their high DPS rating while having to contend with the bloom; their current low ammo reserves of 256 shots heavily discourage players from using them in that capacity. A threefold increase in ammo from 256 to 768 shots would allow players to spam-fire them without worrying about running dry in 25 seconds.
2. Grant Them Engineering
Almost all weapons in Elite are now Engineerable in some form, even the Guardian weapons. It is past time for Shock Cannons to become Engineerable, and they should follow the same blueprint pattern (perhaps with some adjustments to the numbers) and have the same Experimental Effects as regular Cannons - with two notable differences:
3. Thermal Load, Distributor Draw, Bloom and Recoil Adjustments
All weapons need their downsides in order to be balanced. Unfortunately for Shock Cannons, they were implemented with more downsides than upsides. In conjunction with the above two suggestions:
Burning a ton of valuable materials just to keep Shock Cannons running for a single CZ isn't sustainable in a long-term conflict, such as over the course of a War. While increasing their ammo reserves should hopefully alleviate the need to synthesize additional ammo, there will be times when the magazine runs dry and there are more enemies to explode.
5. Change Fire Mode to Fully Automatic
This one's more of a personal issue than a weapon flaw.
Elite's input polling is tied directly to framerate; the higher the framerate, the better the game is at detecting inputs. In Odyssey, FPS has decreased across the board for many players due to the new graphicaltrain wreck engine. When using Shock Cannons, I use a macro to rapid fire them to prevent my expensive joystick's trigger from prematurely wearing out; I have noticed recently that Odyssey has been regularly dropping rapid inputs in low FPS situations (30-60ish FPS, typically around Settlements and even in space High CZs). This can also be demonstrated by trying to manually fire the P-15 Kinetic sidearm as fast as possible at a populated Settlement - Odyssey will occasionally drop an input and the gun will not fire as fast as you command it to.
To get around this issue and preserve our investments in our hardware, change the Shock Cannon's Firing mode to fully automatic. They'll still be subjected to high Thermal Loads, Distributor Draws and Bloom, as shown in all of the videos I posted above, so this change will not make Shock Cannons overpowered.
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TDLR:
Shock Cannons bad, FDEV plz buff.
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Edit 11.12.2022:
Added latest raw video about my Clipper in a Medium CZ at the Wandrama CG.
The Current State of Shock Cannons
Released in the 3.0 update back in 2018, Shock Cannons are a blend of Cannons, Frag Cannons and Multicannons that can deal significant damage to targets very quickly. Despite some fanfare and a few YouTube videos demonstrating their capabilities, they were largely forgotten shortly after the update. It would also appear as though FDEV has forgotten about them as well, as the Odyssey graphics for them appear... unfinished:
For reference, this is what they look like in Horizons:
Now, to understand why Shock Cannons are one of Elite's most forgotten weapons, we first need to dive deep into its stats. Courtesy of Past Me, I created and uploaded a spreadsheet detailing how Shock Cannons compare to their stock and Engineered peers. That spreadsheet can be found here:
Shock Cannon Comparison Charts.xlsx

In the Spoiler below, I have pulled out a few graphs showcasing how Class 3 (Large) Shock Cannons compare to their Overcharged Peers:
A bit of a summary of the info presented in the spreadsheet, again courtesy of Past Me:
As a general TL-DR for the spreadsheet, Shock Cannons have:
*Gimballed Smalls actually have slightly more Potential Damage than Stock Gimballed Small Multicannons - by 6.4 MJ.
- The second highest DPS of all Kinetic Weapons
- The highest Heat Per Second of all Kinetic Weapons
- The highest Distributor Draw Per Second of all Kinetic Weapons
- The lowest Potential Damage of all Kinetic Weapons*
Secondly, we need to translate those stats into practical examples. Here are several videos showcasing Shock Cannons in a variety of combat situations:
As demonstrated by its stats and the videos above, Shock Cannons are clearly powerful weapons, boasting an incredibly high burst DPS when all shots land on target. Unfortunately, that's all they have going for them, as they have several fatal downsides:
- Virtually no reserve ammo
- Unable to complete High CZs without liberal use of the Clipper's 5th Hardpoint or multiple synths
- Barely able to take out one Engineered target in Pirate Activity Detected, again with liberal application of the Clipper's 5th Hardpoint
- Barely even able to take out tanky regular NPCs
- Synthesis recipe is far too expensive
- In the Courier CZ video, I burnt through 5 full reloads for 3 Shock Cannons to make it through 1 and a bit CZs, which cost me:
- 75 Grid Resistors
- 45 Heat Dispersion Plates
- 60 Focus Crystals
- 75 Phase Alloys
- 45 Units of Lead
- In the Courier CZ video, I burnt through 5 full reloads for 3 Shock Cannons to make it through 1 and a bit CZs, which cost me:
- No Engineering
- Shock Cannons fall far behind every other Engineerable weapon - including Modified Plasma Chargers - in DPS, DPE, and Total Potential Damage
- No access to other Experimental Effects
- Extraordinarily high Thermal Load
- A Large Gimballed Shock Cannon has a Thermal Load equivalent to that of a Short Range Blaster Medium Railgun
- A Medium Gimballed Shock Cannon has a Thermal Load equivalent to a stock Medium Railgun's
- High Distributor Draw
- Higher than all other Kinetic weapons
- Bloom and Recoil
- Shock Cannons become highly inaccurate after the third consecutive shot at their maximum rate of fire (10 shots / second)
- As shown in the Courier CZ video, Shock Cannons actually have recoil (HUD projection of aiming point jumps)
- No other ship-based weapon operates like this
Suggestions for How to Improve Shock Cannons
To return them to relevancy, here are a number of my suggestions on how to improve Shock Cannons in order of importance:
1. Triple Current Ammo Reserves - at a Minimum
Elite's combat is 99% farming NPCs, either through Haz RESs, CZs, or mission stacking; as demonstrated in the videos above, Shock Cannons lack the longevity to complete a single High CZ or burn through a single hardened opponent without relying on excessive ramming. Furthermore, Shock Cannons have the ability to fire at a blistering 10 rounds per second, encouraging players to spam-fire them to achieve their high DPS rating while having to contend with the bloom; their current low ammo reserves of 256 shots heavily discourage players from using them in that capacity. A threefold increase in ammo from 256 to 768 shots would allow players to spam-fire them without worrying about running dry in 25 seconds.
2. Grant Them Engineering
Almost all weapons in Elite are now Engineerable in some form, even the Guardian weapons. It is past time for Shock Cannons to become Engineerable, and they should follow the same blueprint pattern (perhaps with some adjustments to the numbers) and have the same Experimental Effects as regular Cannons - with two notable differences:
- Remove Force Shells
- Replace High Yield Shells with Plasma Rounds - converts damage type to 50-100% Absolute, at the cost of 10-30% damage reduction
- Back when they were introduced in the 3.0 Beta, their original description made references to Shock Cannons being Energy projectile weapons (plasma). Even in Odyssey, Shock Cannons still have "PLASMA CNN" written on them as can be seen in the photos at the top of this post.
3. Thermal Load, Distributor Draw, Bloom and Recoil Adjustments
All weapons need their downsides in order to be balanced. Unfortunately for Shock Cannons, they were implemented with more downsides than upsides. In conjunction with the above two suggestions:
- Cut the Thermal Load by up to half to pull it more in line with the Thermal Load of Overcharged Frag Cannons
- Adjust the Bloom buildup slightly to start kicking in around the 5th-7th shot instead of the 3rd at maximum rate of fire
- Leave the Distributor Draw as-is
- Eliminate the recoil - rather redundant with the existence of Bloom on this weapon
Burning a ton of valuable materials just to keep Shock Cannons running for a single CZ isn't sustainable in a long-term conflict, such as over the course of a War. While increasing their ammo reserves should hopefully alleviate the need to synthesize additional ammo, there will be times when the magazine runs dry and there are more enemies to explode.
- Greatly reduce the number of materials required for Synthesis
- Remove 1-2 of the Manufactured materials from the Standard Synthesis recipe
- Basic should only require Grid Resistors and Lead
5. Change Fire Mode to Fully Automatic
This one's more of a personal issue than a weapon flaw.
Elite's input polling is tied directly to framerate; the higher the framerate, the better the game is at detecting inputs. In Odyssey, FPS has decreased across the board for many players due to the new graphical
To get around this issue and preserve our investments in our hardware, change the Shock Cannon's Firing mode to fully automatic. They'll still be subjected to high Thermal Loads, Distributor Draws and Bloom, as shown in all of the videos I posted above, so this change will not make Shock Cannons overpowered.
----
TDLR:
Shock Cannons bad, FDEV plz buff.
----
Edit 11.12.2022:
Added latest raw video about my Clipper in a Medium CZ at the Wandrama CG.
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