The current system is not a problem for salvo fire but with sequencial firing I end up with both cannons half loaded and unable to fire one last shot. This plus the stun being basically doubled makes it so that no one uses sequencial fire on deck cannons.
#Make deck cannons load one cannon after the other instead of both concurrently
23 messages · Page 1 of 1 (latest)
They also really need to have an increased range
That's their weakness
No, their weakness is slow bullets
And it can be even slower, but range should be increased
Slow projectiles won't be a problem when you have 40 of these guns. 40 cannons should never have a problems, but they do. Even a large laser has a longer range than deck cannons, it doesn't make sense.
Now they feels like a shotgun, not like an uncompromising power for a big ships.
lasers travel quickly but run out of energy quickly, shells move slowly but also lose their energy more slowly because of their mass
i completely agree
yeah their range is painful to work with, i ended up barely ever useing them
There’s a sequential mode for deck cannons? I never knew their fire mode could be adjusted. Always seemed like a “heavy laser blaster” thing.
lmao
slow projectiles are absolutely a problem, especially when you use more advanced piloting tactics such as orbiting.
Standard cannons have pretty good projectile speed and have not bad dps for their cost
heavy lasers and DCs can have alternate fire modes
its in part setting when you click on the block
In the file Data/ships/terran/cannon_deck/cannon_deck.rules, does changing CombinedLoadedAmmo's AddMode property to PrioritizeMostResources resolve this? It looks to me like it does, but I might be misunderstanding the issue here.
The crew stun is cumulative, though, so firing sequentially should result in the same overall stun times