Back to Back Chain of Weapons Fire

    StormWing0

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    Since an entity's own weapons can shoot through it I thought of an interesting idea that I'm sure people have done before but doesn't seem anyone has talked about.

    In this case we have several of the same Primary + Secondary Combo each with different effects and their output barrels right behind each other. The idea here is we could stack multiple rounds firing so that they all hit the same point. now this limits damage over a wide area a lot but concentrate it into a deadly chain of fire all slamming into the same block likely destroying it outright. Depending on how it is used it could lead to blowing away a large chunk of armor and systems in one shot and reducing the amount of power needed to do so at the same time.


    Any ideas?
     

    Tunk

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    Yep, linear arrangements of output rather than horizontal (aka checkerboard).

    It does give awesome penetration, but you lose A LOT of damage, because it penetrates through almost everything.
     

    StormWing0

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    Yes that could be an issue but depending on the effects used you could cause a cascade of radiating damage with things like explosive and punch-through. I'm normally going to blow a hole in my target big enough to cause damage directly to their systems to take out their ability to fight back so I'm not going to care about making a big chunk of their ship vanish, I'm normally going for getting through the armor as fast as I can and striking their HP directly.

    Also losing a lot of damage is only the case if you aren't changing what is being hit often. Say the thing shooting is on a rotator the point that is getting blown away is now moving and cutting down a larger area of the ship. Also combining this with the usual checkerboard would be down right devastating.
     
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    Unless you're firing it with logic, it may use more power. Every group over 1 added to a weapon PC has a +10% power consumption penalty.
    You can get around this by having multiple PCs linked, so every group has it's own PC, and you fire it with a logic system.
     
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    Unless you're firing it with logic, it may use more power. Every group over 1 added to a weapon PC has a +10% power consumption penalty.
    You can get around this by having multiple PCs linked, so every group has it's own PC, and you fire it with a logic system.
    I have not been able to link a logic system to a weapon system that has it's own weapon slave systems. Is there a trick to this?
     
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    I have not been able to link a logic system to a weapon system that has it's own weapon slave systems. Is there a trick to this?
    C on the logic block, V on the weapon PC that you want to fire.
     
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    C on the logic block, V on the weapon PC that you want to fire.
    Well now... That certainly does not work if one tries it on a Power Supply Computer linked to a cannon computer. Clearly though it must work for some systems, else how would Sven have pulled off his utterly marvelous drone cruiser?
     
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    It does work, however the beams may not be drawing.
     

    StormWing0

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    Yep you can logic link any weapon with logic blocks. Kinda needed in this case unless you plan on letting the AI do the shooting.
     
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    Well now... That certainly does not work if one tries it on a Power Supply Computer linked to a cannon computer. Clearly though it must work for some systems, else how would Sven have pulled off his utterly marvelous drone cruiser?
    I think the issue is that logic cant "hold the fire button down" it just resembles a single click with each pulse. Works fine for missiles, or slow firing cannons, but rapid fire cannons require a faster logic pulse (which I've seen a few people demonstrate) but anything like beam/cannon combos dont seem to hold continuous fire as they are recharging between each logic pulse.
     

    Master_Artificer

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    The most common logic'ed one is missile+cannon, but a fun one is cannon+missile!