SchemaDyne w9-C Antimatter Cannon
The Cannon Barrels are your basic laser cannons. When you first spawn in a new world or server you will start out with 20 Cannon Barrels in your inventory. Cannon Barrels will fire white lasers in the direction of your reticle, not the center of your screen, but the movable '+' reticle. This allows to accurately aim on specific targets or parts of a target.
In StarMade, weapons will benefit from being placed in a group. By placing several Cannon Barrels adjacent to each other, they will offer more damage, faster reload speed, longer range, but also higher power consumption.
Like with all the weapon systems in StarMade, you will need to link the Cannon Barrels with a Cannon Computer . Like with the cannons, you will spawn with one of these. In build mode, place the Cannon Computer and then place the AMC's. If done correctly, the AMC's will get a purple outline, indicating that they are linked to the Cannon Computer . Once in your ship, press T to open up your weapons menu. Select the Cannon Barrels and press a number to assign them to a slot in your hotbar.
StarMade weapons require power instead of ammunition to function. Basically, every weapon system has an infinite ammo supply, as long as there is sufficient power available.
As long as you are fine with a short range, having SINGLE unlinked modules gives you much better DPS. To figure out DPS per block, just divide the last column by 100. As you can see, the DPS drops off very quickly as you stack more. I tested up to 20 and it just got worse, with DPS per 100 down to 1460
|Number of Linked Elements||Damage||Distance||Reload||Speed||Attacks Per Second||DPS||DPS Per 100 Blocks|
When testing with the overrides, with max damage (100% rest at 0% for totals of 290 range, 679.5 ms reload, 15 speed) and these numbers per 100 blocks were obtained:
|Number of Elements||DPS Override Per 100 Blocks|
As you can see, overrides remove all benefit from linking (extra range, speed, reload) and don't provide extra damage to match that of single.
To kill 40 hulls in a 2x2x10 (4 square by 10 long):
- 10 linked: 1 minute, 40 seconds
- 10 unlinked: 42 seconds
Hardened hulls have 50 armor and 200 HP, so each shot is reduced by 50% (armor), 10 unlinked do 253 damage per shot combined, 126.5 halved and were killing each hull in two shots during my tests, some of the shots would hit the next hull since they are separate "bullets". 10 linked do 80 combined or 40 when halved, and were taking 5 shots to kill each hull.
Faction Modules have 511 health and armor of 99 (99% reduction) so everything does 0 until about 100 cannons, which do 1 damage per shot. 200 cannons do 2 damage per shot. With 200 cannons and a firing rate of 8.1 per second, it would take you about 32 seconds to kill a faction module (Tested and confirmed!).
Let each contiguous group of Cannon Barrel blocks (where the blocks are also assigned to a Cannon Computer) be called a "cannon group". When configuring your Cannon Computer, you can adjust the percentages allocated to the four attributes of that cannon group: Damage, Distance, Reload, and Speed. The value of the attribute depends upon the number of blocks in the cannon group multiplied by the assigned percentage. (Keep in mind that if there is any Rest percentage, then this is Rest percentage is split evenly four way between the attributes.) Let the number of blocks in the cannon group multiplied by the assigned percentage be known as the "blocks equivalent".
Suppose that you placed 20 Cannon Barrel blocks into a group and set: Damage 30%, Distance 40%, Reload 10%, and Speed 20%. Then, for each attribute, your group would have 6 blocks equivalent for Damage, 8 blocks equivalent for Distance, 2 blocks equivalent for Reload, and 4 blocks equivalent for Speed.
The next step is to calculate the attribute values of the cannon group according to the following equations:
Damage per shot = SQRT(2560 * blocks equivalent) Distance shot travels (in meters) = 290 + 80 * SQRT(blocks equivalent) Reload time per shot (in milliseconds) = 50 + 3138/(5.3 + bl.eq.) + 1065/(31 + bl.eq.) + 3600/(1200 + 1.5 * bl.eq.) Speed of shot (in decameters per second) = 15 + SQRT(25.6 * blocks equivalent)
For our example cannon group, this becomes:
Damage per shot = SQRT(2560 * 6) = 123.9 damage Distance shot travels (in meters) = 290 + 80 * SQRT(8) = 516.3 meters Reload time per shot (in milliseconds) = 50 + 3138/(5.3 + 2) + 1065/(31 + 2) + 3600/(1200 + 1.5 * 2) = 515.1 milliseconds Speed of shot (in decameters per second) = 15 + SQRT(25.6 * 4) = 25.1 decameters/second = 251 meters/second
If you actually try this in-game, you will see that 20 cannon blocks grouped and set to Damage 30%, Distance 40%, Reload 10%, and Speed 20% actually give these numbers. (...except for the Reload number which is slightly off; that equation is a current best guess, please consult the Talk page for details.)
Math for v0.14*:
Reload = (bl.eq * 2 + 10) ^ -0.9 * (1000 + damage * 15) + 70