Cannon: Difference between revisions

Put damage, thermal load and DPS back in. Don't know why they were ever removed. Values are from Scotty.newlevels.org. I have not checked any of the other values, just replaced the missing ones.
Added clip size of 6 for fixed cannons and mentions of armour piercing and breach damage mechanics.
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The '''Cannon''' is a projectile based weapon that fires large calibre rounds very similar to current day howitzers, dealing kinetic damage and can inflict significant damage to targeted modules and the modules around it.  
The '''Cannon''' is a projectile based weapon that fires large calibre rounds very similar to current day howitzers, dealing kinetic damage and can inflict significant damage to targeted modules and the modules around it.  


Comparing cannons with [[Multi-cannon|multi-cannons]], both deal kinetic damage and have similar damage per second, but only multi-cannon has a [[Damage Falloff|damage drop-off]] at longer ranges. However, the cannon's projectile speed is lower than that of the multi-cannons, with turreted and gimballed cannons having the lowest projectile speeds and fixed cannons having a slightly higher projectile speed that is still lower than the multi-cannon's. Pilots are therefore recommended against installing both fixed cannons and fixed multi-cannons on the same ship, since the 2 weapons' shots would have to be led in different ways (the same logic applies to other fixed weapons with different projectile speeds).
Comparing cannons with [[Multi-cannon|multi-cannons]], both deal kinetic damage and have similar damage per second and a high hull breach chance, but only multi-cannon has a [[Damage Falloff|damage drop-off]] at longer ranges. While multi-cannons are a reliable damage dealer, rate of damage is gradual and much may be deflected by [[Armour Hardness]]. In contrast, cannons do much more damage with a single hit and have relatively high armour piercing values, but have a low rate of fire and a small ammo clip size with a long reload time, making them one of the trickier type of weapons to use effectively.
 
Also, the cannon's projectile speed is lower than that of the multi-cannons, with turreted and gimballed cannons having the lowest projectile speeds and fixed cannons having a slightly higher projectile speed that is still lower than the multi-cannon's. Pilots are therefore recommended against installing both fixed cannons and fixed multi-cannons on the same ship, since the 2 weapons' shots would have to be led in different ways (the same logic applies to other fixed weapons with different projectile speeds).


Due to the similarities between cannons and [[Plasma Accelerator|plasma accelerators]] (both fire slow moving projectiles at a slow rate of fire), the cannon is a substitute for pilots on a budget, since both the cannon and its ammunition are cheaper - in the case of ammunition by a factor of 10 per shot. Cannons also require much less energy to operate than plasma accelerators. Additionally, cannons are available on fixed, gimballed and turreted mounts, whereas plasma accelerators are only available on fixed mount. However, the plasma accelerator deals both thermal and kinetic damage, a fraction of which is absolute, meaning it negates the resistances on the target's shield or hull to deal full damage.
Due to the similarities between cannons and [[Plasma Accelerator|plasma accelerators]] (both fire slow moving projectiles at a slow rate of fire), the cannon is a substitute for pilots on a budget, since both the cannon and its ammunition are cheaper - in the case of ammunition by a factor of 10 per shot. Cannons also require much less energy to operate than plasma accelerators. Additionally, cannons are available on fixed, gimballed and turreted mounts, whereas plasma accelerators are only available on fixed mount. However, the plasma accelerator deals both thermal and kinetic damage, a fraction of which is absolute, meaning it negates the resistances on the target's shield or hull to deal full damage.
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