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- Sep 14, 2017
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Presently charge cannons (though an interesting idea), do not really fill a needed roll. As far as I can tell, they basically achieve the same goal as a big cannon + small beam, but with the added charge mechanic that is just there to make it harder to use. So this is an idea for how to help make the charge canon fill a role that no other weapon currently does.
One of the problems with Weapons 3.0 is the removal of punch through mechanics which makes spaced armor an effective countermeasure against pretty much everything other than weapon spam. So my thought is to use the charge cannon as a variable punchthrough weapon.
Instead of charging to do more damage, charging it for 5 tics will punch through 5 blocks before inflicting its unused damage as Acid. 10 ticks would give 10 penetrations, etc.
My second thought was how to add them as a properly AI usable weapon, and this is where a little bit of logic becomes helpful. Attach cannons to activation blocks. Each ON block will tell the cannon to charge 1 tic per shot, so this configuration would punch through 5 blocks, then do acid.
... but if you flip a switch and turn off 3 than it only does 2 punch though
This would make controlling the finer aspects of the charge cannon doable with remotes.
[edit]: Just for clarification, AI would still need to wait for the cannon to charge; so, adjusting those activation blocks would not only affect punch through, but also rounds/sec. This would help balance the weapon by making you sacrifice dps for armor penetration; otherwise, people will just be walking around with 30 stage charge cannons all the time.
One of the problems with Weapons 3.0 is the removal of punch through mechanics which makes spaced armor an effective countermeasure against pretty much everything other than weapon spam. So my thought is to use the charge cannon as a variable punchthrough weapon.
Instead of charging to do more damage, charging it for 5 tics will punch through 5 blocks before inflicting its unused damage as Acid. 10 ticks would give 10 penetrations, etc.
My second thought was how to add them as a properly AI usable weapon, and this is where a little bit of logic becomes helpful. Attach cannons to activation blocks. Each ON block will tell the cannon to charge 1 tic per shot, so this configuration would punch through 5 blocks, then do acid.
... but if you flip a switch and turn off 3 than it only does 2 punch though
This would make controlling the finer aspects of the charge cannon doable with remotes.
[edit]: Just for clarification, AI would still need to wait for the cannon to charge; so, adjusting those activation blocks would not only affect punch through, but also rounds/sec. This would help balance the weapon by making you sacrifice dps for armor penetration; otherwise, people will just be walking around with 30 stage charge cannons all the time.
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