#Make deck cannons load one cannon after the other instead of both concurrently

23 messages · Page 1 of 1 (latest)

proper lily
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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.

cursive grove
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They also really need to have an increased range

hardy sand
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That's their weakness

cursive grove
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No, their weakness is slow bullets

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And it can be even slower, but range should be increased

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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.

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Now they feels like a shotgun, not like an uncompromising power for a big ships.

hard hill
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lasers travel quickly but run out of energy quickly, shells move slowly but also lose their energy more slowly because of their mass

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i completely agree

hearty aurora
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yeah their range is painful to work with, i ended up barely ever useing them

zenith gorge
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yes!!!

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the rebalance mod helps kinda

hot path
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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.

proper lily
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lmao

clever saffron
cursive grove
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Not for a 40 cannons

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But always for 1-5

proper lily
hard hill
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its in part setting when you click on the block

quasi shuttle
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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.

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The crew stun is cumulative, though, so firing sequentially should result in the same overall stun times