Read by Council Cannon spread.

    nightrune

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    Pretty basic.

    Add a small default spread to cannons, and increase it as you slave cannons.

    This would help differentiate beams an cannons in a significant way. Especially after they fix beams.
     
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    I'm against a general cannon spread, especially for sniper cannons. Hitting a target is hard enough with only one shot per second. But I'd like to have it for cannon/cannon.
     

    nightrune

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    I'm against a general cannon spread, especially for sniper cannons. Hitting a target is hard enough with only one shot per second. But I'd like to have it for cannon/cannon.
    You could pretty easily have slaved damage beam reduce it to create snipers.
     

    Nauvran

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    well this does make some sense for the cannon+cannon setups but it would still be one hell of a nerf.
    But while we're talking about weapon spread, those shotguns needs some fixing.
     

    jayman38

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    I recommend zero spread for basic cannon,with slight spread as cannon slave approaches 100%. (1 m spread at 250 m, maximum)

    I know it seems less fun with less spread, but this isn't a hand-held weapon: it's a vehicle-mounted, aerospace-engineered precision system.

    On the other hand, "spread" would be an interesting additional effect. Equivalent to "shotgunning", but instead of spreading multiple beams/shots at once, it would "spread" one shot at a time. You could use this effect to increase spread at will. Passive effect? Maybe increasing the spread of the weapons in a ship or turret that has you targeted, to simulate a refractive shielding effect that causes shots to slightly bend away from hitting you.
     

    jontyfreack

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    yeah having it as a passive effect could make use for some flack cannons that have a large-ish spread to maximise the area of the sky covered by a single cannon.

    and make for some pretty fun defences if it is a passive effect, kinda curving some shots around your shields to lower the amount of shots that will hit your ship.