Forums » Suggestions

Artillery and Autocannon turrets

Sep 04, 2021 HunPredator link
To have more non-energy using weapons, I had an idea
Okay its very far in the future but what about the good old boom boom, aka convetional artillery and autocannons, using ammo, but not energy?

Like an autocannon. High fire rate, lower damage, but uses ammo. It should have 1000 ammo, 500 damage, gatling like velocity, and 0.12 reload (4166 DPS), and queen gat like spread, also longer range, like a HV gat, could even have the same projectile just larger. Also requires 25 player kills for access, and 6/6/4/-/- license levels.

Artillery cannons are the opposite. Higher grid use (20-25), 6-6.5k dmg, a slow 2 sec reload, 4.5 km range and 200 ammo. Same badge needed. 7/5/8/-/- license requirements.

We need more weapons not using energy alongside capcannons, to counter the constant use of PCBs, what can pin a full energy capship down with ease
Sep 04, 2021 look... no hands link
That artillery cannon sounds awesome, I'm guessing you want something in the range of 210m/s shot speed? That'd prevent it from being used to just delete players warping in across the whole sector.
Sep 04, 2021 HunPredator link
I think 240-260 m/s would be fair for the Capital Artillery Cannon and 200 m/s for the Light Autocannon Turret. We even can have non turret large port autocannon variants as faction specific weapons with same stats and worse spread a bit to fit dogfights better.
Sep 04, 2021 look... no hands link
260 sounds a bit fast, I'm somewhat concerned it could be OP, though it could always be adjusted later. Do you think the artillery should have some concussion? I think it should, something like half a normal concussion mine.
Sep 05, 2021 HunPredator link
Of course it should, its a kinetic weapon after all. But 240 m/s good too