

Generalizing heavily, cannons are good against ships that are larger and slower than what you are flying. This damage advantage is offset somewhat by the projectile speed being half that of the repeater, making it more difficult to use in some situations. Not because of higher DPS, but because they drain the cap at half the rate, lasting longer. In words, energy cannon do twice as much damage vs energy repeaters for the same capacitor charge. This is borne out by looking at a Behring M3A fit.Ĥ M3A x 85 alpha x 27 shots = 9180 damage possible, in 6.75 seconds. Laser Cannon were said to have better efficiency than repeaters. Other considerations aside (like weapons size) this popped a circuit breaker in my brain. 2 size 1’s equal 1 size 4 (with energy weapons) and the basic MR does equivalent damage to a premium light fighter. BUT, the Talon has the same capacitor size as the MR.! So it finds itself in this position:Ģ CF-447 x 80 alpha x 29 shots = 4640 damage possible, delivered in 3.6 seconds. This is the same weapon that makes the Hammerhead a fearsome death machine. The vaunted, shiny and somewhat fragile Talon has 2 size 4 hardpoints and can mount a pair of CF-447 Rhino’s. Notice that 4 guns deliver functionally the same amount of damage as 2, but in half the time. The number of weapons it is feeding determine how fast it is drained, and thus Burst DPS. The capacitor controls the potential output with energy weapons. Or in ‘verse, your call.Ĥ weapons x 28 alpha x 41 shots = 4592 damage possible, delivered in 3.4 seconds. For 33/33/33 that will take about 4.5 seconds.īefore, if you wanted MOAR damage output, you’d simply add 2 more guns. The ship will then recharge the weapons capacitor based on the selected Power Triangle setting. It will deliver that damage over ((60 seconds /720 rate of fire) x 81 shots available) = 6.75 seconds. The 2 stock CF-117’s: On the Erkul dev build, we can pull up the MR and see that the base fitting provides 81 shots for each weapon, with regen split evenly 33/33/33.Ģ weapons x 28 alpha damage x 81 shots = 4536 damage possible before the cap is exhausted and needs to be recharged.


No other components affect this as of yet. The attributes of the MR that apply to this topic are its capacitor regen value of 4500 units, and the 4 size 1 weapon hardpoints.
Let’s start with the Mighty Aurora MR, a ship that every TESTie either has now, has had, or should be saving for. The number shown here correspond to what I see in game. The goal is to provoke questions and exploration rather than provide a guide.Įrkul did a wonderful thing in hosting their dev build, which fairly accurately shows the relationship between a ship’s capacitor value and how energy weapons consume that. Those last couple of concepts will be explored a bit here, with some simple math. The Tier 0 implementation of Capacitor gameplay, along with a few other key changes in this patch, has accomplished several the goals that the Vehicle Experience Team set out for it:ģ) Created meaningful choices for the player, both tactical (in the moment) and strategic (before you start).Ĥ) Leveled the playing field considerably between ships, with the result of skill and choices increasing in importance. 3.14 did what every good pie should do, it teases your senses for a while then hits you right where you live… (for those of us who eat, anyway).
