Weapons Ammo ie the Cannons

I find I run out of ammo pretty quick with my Cannon, especially at nav beacons.
I would suggest that we have the ability to convert mined resources into ammo for the cannons.
Either by having both a refinery & some ammo creation attachment onboard.

The Type of resource may determine attack power too.
 
I'd love to see larger ships have a capacity for production. Something like an anaconda could rearm, refuel, and repair a hauler that docks with it and brings it metals, if it had the appropriate modules installed.

The Type of resource may determine attack power too.
But I don't like this. Frankly the idea of managing ammo types is just a layer that I don't want to deal with. I much prefer a basic generic ammo is ammo type deal.
 
Cannons do seem to have very little ammo, and that is quite bothersome since they seem to be great weapons, until you run out in mid battle.
If you ask me they should do increased subsystem damage to compensate. But not too much.
 
Last edited:
Cannons do seem to have very little ammo, and that is quite bothersome since they seem to be great weapons, until you run out in mid battle.
If you ask me they should do increased subsystem damage to compensate. But not too much.

But their subsystem damage is already insane! Beaten only by the plasma accelerator and the rail gun I think (probably dumbfires too). I honestly think they're very balanced weapons that lie somewhere between the fragmentation cannon and the multicannon.

Maybe someday we can bring ammo modules.
 
.... But I don't like this. Frankly the idea of managing ammo types is just a layer that I don't want to deal with. I much prefer a basic generic ammo is ammo type deal.

Yes but I was thinking that the ammo types or rather I meant ammo damage would not go above the station bought ammo but would be slightly less due to being produced from res directly on ship and not in station. The damage decreasage would be relevant to what res you are using to make the ammo. After all a Cannon ball made of lead would do more damage than one made of mud. :D
 
Yes but I was thinking that the ammo types or rather I meant ammo damage would not go above the station bought ammo but would be slightly less due to being produced from res directly on ship and not in station. The damage decreasage would be relevant to what res you are using to make the ammo. After all a Cannon ball made of lead would do more damage than one made of mud. :D
Ask yourself: How would this look in game? How cleanly could this be implemented?

Considering that there exists no in game infrastructure to handle ammo types, I would say that this element is not worth its weight to add.
 
But their subsystem damage is already insane! Beaten only by the plasma accelerator and the rail gun I think (probably dumbfires too). I honestly think they're very balanced weapons that lie somewhere between the fragmentation cannon and the multicannon.

Maybe someday we can bring ammo modules.

IIRC, I don't think dumbfires cause any subsystem damage.
 
i was thinking about to start a new thread but you bring it on so i'll use your thread to submit my probably rather stupid idea :D

In my sense some weapons needs a bit of love like missiles,torpedoes and rail gun essentially, they are generally avoid by the fact that you need to go back to station to refill pretty often, my suggestion is the following :
As it will be possible to transfer fuel in the 1.3 planned update would'nt it be possible to fill let's say a ship with ammo and then add the ability to transfert it to your wingmate?
Exemple : You have a wing of 3 vulture and 1 t6, the T6 is full of ammo in its cargo bays, when vultures run out of ammo they go near the t6 and begin the ammo transfert via drone like it will be done with fuel.
Now it should not only cost credits for the t6 so my suggestion is to add bounty sharing every time ammo from the t6 is used by other player when it get a bounty.
It would add a supply dimmension to res/beacon and conflict zone, make some weapons more used and add diversity in this terms.
 
Ask yourself: How would this look in game? How cleanly could this be implemented?

Should be quite clean, go to cargo screen, highlight res, click on res, than click convert to ammo, time passes, cannon reloads

Considering that there exists no in game infrastructure to handle ammo types, I would say that this element is not worth its weight to add.

Sorry if I sound cheeky but, That's why they call it 'Updates' or 'Adding to game'
 
Should be quite clean, go to cargo screen, highlight res, click on res, than click convert to ammo, time passes, cannon reloads
So would I see Ammo(low atk pwr) next to all my ammunitions? How do I get rid of all this ammo and buy real ammo? How much weaker is this ammo? Does ammo even have an attack power associated with it in the game? Or is it all based on the weapon itself? So would there need to be a bunch of infrastructure added to give ammo properties separated from the weapon so this one mechanic can function in this way?


Sorry if I sound cheeky but, That's why they call it 'Updates' or 'Adding to game'
And I feel that the extra complicated bits of your 'update' is not worth its weight.
 
I'm sorry but unless you're a bad shot or don't manage your ammo properly, 2k ammo per gun is more than enough, I'd spend about 500-1000 in a large conflict before I'd had enough or it would've already ended and I would've already gone back to a station to hand in my bounty and bought more ammo. Running out of cannon ammo has never been a problem for me.

I you insist though, I wouldn't be against an ammo module for your ship that allows you to carry more; but most of my friends who have cannons have never said this had been a problem for them.

That said, you shouldn't completely outfit your ship in cannons, I use thermic weapons for taking the shields down and use my cannon ammo sparingly.
 
Last edited:
I'm sorry but unless you're a bad shot or don't manage your ammo properly, 2k ammo per gun is more than enough, I'd spend about 500-1000 in a large conflict before I'd had enough or it would've already ended and I would've already gone back to a station to hand in my bounty and bought more ammo. Running out of cannon ammo has never been a problem for me.

I you insist though, I wouldn't be against an ammo module for your ship that allows you to carry more; but most of my friends who have cannons have never said this had been a problem for them.

That said, you shouldn't completely outfit your ship in cannons, I use thermic weapons for taking the shields down and use my cannon ammo sparingly.
What do you use, and what do you fight to get these results? In my viper using medium cannons I would get between fifteen and thirty minutes of fun before running out, taking home maybe 300-500k.

I would suspect something like an FDL would have drastically improved results, considering their cannon can bring down an anaconda much quicker.
 
And I feel that the extra complicated bits of your 'update' is not worth its weight.

You are entitled to your opinion.
Thanks for your input.

I'm sorry but unless you're a bad shot or don't manage your ammo properly, 2k ammo per gun is more than enough .


The Cannon (not the multi cannon) only has 100 ammo with 5 rounds per clip, I run out pretty quick in a conflict zone.
Was in my Eagle outfitted with 1 Med Cannon Gimballed & 2 Small Pulse Lasers Turreted.
Now have switched to the Med Pulse Laser Gimballed with the 2 small Pulse Lasers, sacraficing the Armor penetration of the Cannon for longevity in battle.
 
I find I run out of ammo pretty quick with my Cannon, especially at nav beacons.
I would suggest that we have the ability to convert mined resources into ammo for the cannons.
Either by having both a refinery & some ammo creation attachment onboard.

The Type of resource may determine attack power too.

Don't agree. Just go and restock like intended, no need for yet another buff request.

- - - Updated - - -

Sorry if I sound cheeky but, That's why they call it 'Updates' or 'Adding to game'

No, that's what's called an artificial game mechanic just to keep you shooting longer, i.e. a buff. It's meant to have some degree of realistic tactics, like conserving your ammo, rather than being an all out shooter with unlimited ammo.
 
Last edited:
I find I run out of ammo pretty quick with my Cannon, especially at nav beacons.
I would suggest that we have the ability to convert mined resources into ammo for the cannons.
Either by having both a refinery & some ammo creation attachment onboard.

The Type of resource may determine attack power too.

Should be quite clean, go to cargo screen, highlight res, click on res, than click convert to ammo, time passes, cannon reloads



Sorry if I sound cheeky but, That's why they call it 'Updates' or 'Adding to game'

I dont think we mine anything that could be used in shipboard munitions production.
Firstly the on board refinery is for removing the junk from the minerals, not refining the minerals to metals etc
Secondly once would need a propellant, a projectile and some of the projectiles (cannon) would need an explosive core, that is assuming they are caseless.

Nothing we mine is suitable to be a propellant, nor shell, nor explosive.
It would be cringe worth if we could use leopolide, and only leopolide to make cannon shells, and even worse if Lepolide shells have different "effect" to shells made from Gallite
 
Last edited:
Back
Top Bottom