Ugh. no guys please. Are you really are asking for your massive artillery cannons to act like machine guns? Come on. Theres a reason thats there. Hard hitting "shells". If the spread did splash damage that would be fine. Increase shot speed? Sure. But lets not forget that that they are intended to be slow firing. Its the anti-matter CANNON after all.
I agree that it's supposed to be a cannon, and I don't think it should be a machine gun. But, that said...
I'm a very talented shot in most first-person shooters, like Halo and CoD. Those skills don't translate well to StarMade, as their weapons are hitscan, and StarMade weapons have projectiles with speed and hitboxes and such. This is good. They shouldn't translate to StarMade.
But. I'm
also a good shot in the older Tribes games, where every weapon worked like in StarMade and bullets didn't travel instantly across the world, but you fired relatively slow-moving discs at people who were jetting around. Hitting people was difficult but extremely satisfying. I'm not pro or anything, but I'd hazard to say I'm in the top 25% of players in these sorts of games, accuracy-wise. I have a knack for leading targets and estimating range.
[Note: a hitscan weapon is one that doesn't fire a physical projectile, but instead does an instantaneous check to see if there is an enemy under your reticle and damages them appropriately. Most weapons in most shooters are hitscans; rockets and grenades tend to be projectiles)
All of this is to say:
I can't hit anything in StarMade with the Cannons. The projectiles travel
really slowly, and the rate of fire is atrocious. I'm not advocating a return to the old gatling doom cannons, but a 3s reload time is ridiculously slow considering how hard it is to hit when you don't have any kind of targetting assistance. With a higher rate of fire, you can see how the stream of shots is missing and easily adjust your fire to hit, but by the time 3 seconds have passed, you and your targets relative speeds and positions have changed such that you just have to guess it again. My problem isn't that it's impossible to hit, but that, near as I can tell, AMC/AMC is
by far the superior AMC combination. Here:
AMC/Missile: This causes a 'shotgun' effect, spreading relatively few bullets in a very large area, with most of them angling to the right. This can help accuracy at very close ranges, but at even a few hundred meters, the spread is a joke--your projectiles are hundreds of meters apart from each other, rather than the 10 or so that would actually help. Generally, it's more useful to use traditional 'shotgun' methods, ie, fire-linking multiple seperate AMCs to fire in parallel lines than in a cone.
AMC/Beam: The 'sniper' weapon. This increases projectile speed, which can greatly increase the likelihood of hitting at closer ranges, but it also increases the range of the weapon, which is pretty use-impaired. With a 3s reload time on a non-hitscan weapon (even with the pretty fast projectile speed) it's nigh-impossible to score a hit at >1km. I don't know about you, but I'd need a
much faster projectile speed or faster reload time to score hits at that range. Even in Tribes, a game where most every weapon is non-hitscan, the snipers were laser hitscan weapons.
AMC/Damage Pulse: I haven't extensively tested this weapon, but my understanding is it slows the rate of fire even more.
AMC-Alone: an AMC by itself has a pretty slow rate of fire and a default range that's longer than it can really hit people anyway. Without effect blocks like punch-through, you're not going to be doing any anti-hull damage--one hit of a billion damage will still only kill a single block. However, effects like punch through reduce damage dealt to shields.
AMC/AMC: My weapon of choice, if you hadn't gathered. The higher rate of fire
dramatically increases accuracy. As you miss, you can make slight adjustments in your aim on the fly easily. Also, it divides the damage of high damage shots over multiple hits, which allows for devastation against hulls (10x 133-damage shots will kill 10x as many hull blocks as 1x 1330-damage shot) without compromising anti-shield damage,
and it leaves the effect slot free for overdrive, ion, or other effects.
Again--it's not that AMC/AMC is the
only useful combination, it's just that it's by far the most commonly useful one. Most sniper rifles in FPS's, which are notoriously slow firing, still have a rate-of-fire of a little over 1 shot per second. That's
three times faster than
any non-rapid AMC. You can't design a cannon with moderate firing rate right now with any of the other weapon slaves, because your slave slot is taken up by the AMC.
My vote is that default cannon projectile speed is doubled, and default rate of fire is increased to 1 shot per second, with damage per shot reduced accordingly. Currently, the advantage of the AMC over the damage beam is the greater range, but it doesn't actually have the capacity to take advantage of that range.
Alternatively, I would vote for a way to make fire-linked weapons (again, that's two or more non-adjacent weapon groups controlled by the same computer) fire at a staggered rate [Left, right, left, right rather than left+right, pause, left+right, pause], rather than at the same time. That way, you could have a twin-linked, slow-firing weapon that could still get a reasonable firing rate.[DOUBLEPOST=1411684258,1411684197][/DOUBLEPOST]
I think in the case of cannon-missile systems I would rather see it release shots in a burst instead of a shotgun. Multiple shots but you still get some precision with it. Idk but literal shotgun lasers seems silly to me and I will probably never use them. Not sure how this would apply to beams. I need to do lots of weapons testing because I have never messed with a lot of these combos.
Burst fire would be rad. Have an 'I agree.'