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Multi-cannon: Difference between revisions

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→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.

Revision as of 07:00, 16 February 2015

File:Multicannon.png
Class 2 multi-cannon

Template:Quote

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.

Multi-cannons are available as both fixed, gimbal mounted, and turreted versions.

Munitions

Spent ammunition must be replenished once used. Any station is equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Each shot costs 1 CR, therefore each clip costs 90 CR, and one increment of 100 (standard re-arm unit) is 100 CR. Example: you fire 460 rounds in a fight, your total cost will be 460 CR, 4 "units" at 100 CR each, and a prorated "unit" of 60 rounds at 60 CR.

Specifications

Class Rating Mass
(T)
Integrity Power
Draw
Weapon
Mode
Damage
Type
Damage Armour
Pen
ROF DPS Thermal
Load
Ammo
Clip Size
Ammo
Maximum
Value
(CR)
1 F 2.00 A 0.280 Fixed Kinetic 2 A 8.0 /s 3 1 90 2,100 9,500
1 G 2.00 A 0.370 Gimbal Kinetic 2 A 8.5 /s 3 1 90 2,100 14,250
1 G 2.00 A 0.260 Turret Kinetic 0 [1] A 6.0 /s 2 1 90 2,100 81,600
2 E 4.00 A 0.460 Fixed Kinetic 2 A 7.0 /s 4 1 90 2,100 38,000
2 F 4.00 A 0.640 Gimbal Kinetic 2 A 7.5 /s 4 1 90 2,100 57,000
2 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.
  • Ammo Max does not account for the current clip, so a total of 2,190 rounds (clip and reserve) when at max ammo capacity.
[1] Displayed in game as 0/10 bars - may mean that damage is very low compared to other weapons?. (Version 1.01)

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