Can you provide the line of the Config that your using regarding the cannon setting, look in the starmade/data/config/blockBehaviorConfig XML and scroll down to this line.
"
<Cannon>
<BasicValues>
<Damage>15</Damage>
<Distance>1000</Distance>
<Speed>2</Speed> <!-- In relation % to server max speed 1 = 100% -->
<ReloadMs>3000</ReloadMs>
<PowerConsumption>150</PowerConsumption>
<AdditionalPowerConsumptionPerUnitMult>0.1</AdditionalPowerConsumptionPerUnitMult>
</BasicValues>
<Combination>
...
<Pulse>
<Damage style="buff" value="5" />
<Reload style="nerf" inverse="true" value="5" />
<Distance style="skip" />
<Speed style="skip" />
<Split style="skip" />
<PowerConsumption style="buff" value="5" />
</Pulse>
"
I've been looking at the values you've stated and they simply don't make sense, you should not be able to achieve a 30 second reload time on any Cannon combination. Also, are you shooting shields, are you shooting armor? Using a 40k/40k cannon/pulse combo, I am getting 3,000,000 damage per volley against shields, every 15 seconds, this comes out to 200k dps. Using the same combo and shooting normal hull (25% damage reduction) I get ~150k dps, and against hardened hull (50% damage reduction) the damage is further reduced to only 100k dps.
I don't know what the hell is going on either. Here is my config lines:
<Cannon><BasicValues><Damage>15</Damage><Distance>1000</Distance><Speed>2</Speed>
<!-- In relation % to server max speed 1 = 100% -->
<ReloadMs>3000</ReloadMs><PowerConsumption>150</PowerConsumption><AdditionalPowerConsumptionPerUnitMult>0.1</AdditionalPowerConsumptionPerUnitMult>
<!-- Nerf based on amount of groups connected to the same controller: powerConsumption * (1+countGroups*thisValue); 0 tu turn off nerf-->
</BasicValues><Combination><Cannon><Damage value="30" style="nerf"/><Reload value="30" style="buff" inverse="true"/><Distance style="skip"/><Speed style="skip"/><Split style="skip"/><PowerConsumption value="30" style="nerf"/></Cannon><Missile><Damage value="10" style="nerf"/><Reload style="skip"/><Distance style="skip"/><Speed style="skip"/><Split value="10" style="buff"/><PowerConsumption style="skip" inverse="true"/></Missile><Beam><Damage style="skip"/><Reload style="skip"/><Distance value="2" style="buff"/><Speed value="2" style="buff"/><Split style="skip"/><PowerConsumption style="skip" inverse="true"/></Beam><Pulse><Damage value="5" style="buff"/><Reload value="5" style="nerf" inverse="true"/><Distance style="skip"/><Speed style="skip"/><Split style="skip"/><PowerConsumption value="5" style="buff"/></Pulse></Combination></Cannon>
Sorry for the messy display - couldn't make it any better.
And i have screenshots that state that my gun with rate 41880 amc\44260 pulse has 30000 ms reload time. I'm as puzzled as you. I even timed it myself with my smartphone timer - i got 30.3 seconds. So this doesn't make any sense to me either.
And yes, I was shooting shields on the same ship as the one i'm using for testing.
Maybe the problem is that amc is divided in 7 arrays and pulse is one array. Maybe it's because i have a bit more pulse than amc. Or i don't know, SOMETHING...
I even tested it on a newly build 1000\1000 gun and STILL got 30 000 ms reload speed. I don't know what to think about it anymore...
And 40k-40k having the same dps as 40k amc is strange anyway. Shouldn't it be at least twice better? Because if you connect 40k amc with 40k amc you get dps of 80k amc. But you won't with the pulse? That's weird. The numbers you provided don't make sence to me. Again - what's the point of linking amc with pulse if you your dps remains the same, but the reload time is 5 times worse? You should rewise those numbers.