Multi-cannon: Difference between revisions

→Munitions: Updated costs to make it more clear. Previously stated that ammo was 100 per shot, not 100 per re-arm batch of 100 rounds.
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[[File:Multicannon.png|thumb|282px|Class 2 multi-cannon]]
{{quote|Rapid Fire, small calibre projectile weapon...|In-Game Description}}
{{quote|Rapid Fire, small calibre projectile weapon...|In-Game Description}}
[[File:Multicannon.png|thumb|282px|Class 2 multi-cannon]]


A multi-cannon is a large caliber machine gun mounted on one of your ship's hardpoints and needs assigning to a fire group before it can be used. These weapons are projectile based and use actual ammunition, which needs replenishing when depleted. Multi-cannons consume less power than energy weapons and as a result, give off less heat. These weapons generally have a longer range than their energy counterparts. They fire from a magazine of 90 shots, which automatically reloads when empty. Each multi-cannon that's been mounted, and is active, has its own pool of 2100(when full) ammunition to supply it.
A multi-cannon is a large caliber machine gun mounted on one of your ship's hardpoints and needs assigning to a fire group before it can be used. These weapons are projectile based and use actual ammunition, which needs replenishing when depleted. Multi-cannons consume less power than energy weapons and as a result, give off less heat. These weapons generally have a longer range than their energy counterparts. They fire from a magazine of 90 shots, which automatically reloads when empty. Each multi-cannon that's been mounted, and is active, has its own pool of 2100(when full) ammunition to supply it.
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! Class
! Class
! Rating
! Rating
! Mass (T)
! Mass<br>(T)
! Integrity
! Integrity
! Power<br />Draw
! Power<br>Draw
! Weapon<br />Mode
! Weapon<br>Mode
! Damage<br />Type
! Damage<br>Type
! Damage
! Damage
! Armour<br />Penetration
! Armour<br>Pen
! ROF
! ROF
! DPS
! DPS
! Thermal<br />Load
! Thermal<br>Load
! Ammo<br />Clip Size
! Ammo<br>Clip Size
! Ammo<br />Maximum
! Ammo<br>Maximum
! Value (CR)
! Value<br>(CR)
|-
|-
| 1
| 1 || F || 2.00 || A || 0.280 || Fixed || Kinetic || 2 || A || 8.0 /s || 3 || 1 || 90 || 2,100 || 9,500
| F
| 2.00
| A
| 0.280
| Fixed
| Kinetic
| 2
| A
| 8.0 /s
| 3
| 1
| 90
| 2,100
| 9,500
|-
|-
| 1
| 1 || G || 2.00 || A || 0.370 || Gimbal || Kinetic || 2 || A || 8.5 /s || 3 || 1 || 90 || 2,100 || 14,250
| G
| 2.00
| A
| 0.370
| Gimbal
| Kinetic
| 2
| A
| 8.5 /s
| 3
| 1
| 90
| 2,100
| 14,250
|-
|-
| 1
| 1 || G || 2.00 || A || 0.260 || Turret || Kinetic || 0 <sup style="color: yellow">[1]</sup> || A || 6.0 /s || 2 || 1 || 90 || 2,100 || 81,600
| G
| 2.00
| A
| 0.260
| Turret
| Kinetic
| 0 <sup style="color: yellow">[1]</sup>
| A
| 6.0 /s
| 2
| 1
| 90
| 2,100
| 81,600
|-
|-
| 2
| 2 || E || 4.00 || A || 0.460 || Fixed || Kinetic || 2 || A || 7.0 /s || 4 || 1 || 90 || 2,100 || 38,000
| E
| 4.00
| A
| 0.460
| Fixed
| Kinetic
| 2
| A
| 7.0 /s
| 4
| 1
| 90
| 2,100
| 38,000
|-
|-
| 2
| 2 || F || 4.00 || A || 0.640 || Gimbal || Kinetic || 2 || A || 7.5 /s || 4 || 1 || 90 || 2,100 || 57,000
| F
| 4.00
| A
| 0.640
| Gimbal
| Kinetic
| 2
| A
| 7.5 /s
| 4
| 1
| 90
| 2,100
| 57,000
|-
|-
| 2
| 2 || F || 4.00 || A || 0.500 || Turret || Kinetic || 2 || A || 5.3 /s || 3 || 1 || 90 || 2,100 || 1,292,800
| F
| 4.00
| A
| 0.500
| Turret
| Kinetic
| 2
| A
| 5.3 /s
| 3
| 1
| 90
| 2,100
| 1,292,800
|}
|}
* Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.
* Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.