From The Depths
peterfield Jan 31, 2018 @ 1:19pm
What are the benefits of CRAM cannons?
I've used CRAM cannons in the past due to lack of experience, but now that I am experienced, I only use advanced cannons. Is there an advantage for CRAM cannons, and should I start using them again?
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Showing 1-7 of 7 comments
Grumpy Old Gamer Jan 31, 2018 @ 2:17pm 
Dakka plain and simple. CRAM are basically the short range high damage cannon, advanced cannons are medium range, and lasers are long range. Missiles are extended range.

CRAM out to 500 meters, advanced out to 1000, lasers to 1500 and missiles out to 7.5Km

That isnt the limit of their range of course, that is merely the range at which a sane build will have enough accuracy to actually hit anything consistently enough to be effective.
peterfield Jan 31, 2018 @ 2:18pm 
Originally posted by Explosive Diarrhea:
Dakka plain and simple. CRAM are basically the short range high damage cannon, advanced cannons are medium range, and lasers are long range. Missiles are extended range.

CRAM out to 500 meters, advanced out to 1000, lasers to 1500 and missiles out to 7.5Km

That isnt the limit of their range of course, that is merely the range at which a sane build will have enough accuracy to actually hit anything consistently enough to be effective.
Thank you.
FourGreenFields Feb 1, 2018 @ 12:25am 
Originally posted by The Great White Kong:
Dakka plain and simple. CRAM are basically the short range high damage cannon, advanced cannons are medium range, and lasers are long range. Missiles are extended range.

CRAM out to 500 meters, advanced out to 1000, lasers to 1500 and missiles out to 7.5Km

That isnt the limit of their range of course, that is merely the range at which a sane build will have enough accuracy to actually hit anything consistently enough to be effective.
[unit-naziism]Km = Kelvin * metre[/unit-naziism]
More importantly, LWCs do not target craft beyond 5km, so missiles are more-or-less capped at 5km too.

CRAMs don't explode as violently, and cost less ammo to fire btw. The bombchute is now (will be in a couple of patches?) overhauled, and probably actually usefull.
But yea, I prefer proper cannons for pretty much any purpose too. Way more versatile.
Aleo Feb 1, 2018 @ 3:18am 
I believe that APS can be effective at longer ranges, especially if you use rail guns.
WaRisWoN Feb 1, 2018 @ 8:22am 
Yeah advanced cannons can range pretty far but it all depends on your detection system. You can get a lucky cram hit at 1km but I’d only recommend cram if you are looking to beet up some large slow ships. I have shells for my 88mm 6berral Gatling turret with an effective range of like 1245m or something
FourGreenFields Feb 1, 2018 @ 1:14pm 
Originally posted by rotgtie:
CRAMs have a very low velocity, which makes them better able to pass through shields.
That's not really an advantage of CRAMs though. Can just as well build a howitzer out of proper cannon parts.

Originally posted by rotgtie:
They can deliver explosive payloads which can bypass the hull of a ship to damage any unprotected turret components inside. I've noticed that turrets without their own armor tend to get popped by CRAM explosions more than from other weapons.
I have not yet tested it, but that was supposed to get fixed (finally!). So not an issue anymore.
FourGreenFields Feb 1, 2018 @ 1:34pm 
Originally posted by rotgtie:
Originally posted by FourGreenFields:
I have not yet tested it, but that was supposed to get fixed (finally!). So not an issue anymore.

Stable? Don't go breaking my heart again.
Well, the change was 2.13 - and the stable branch is at 2.15 now, I think.
Forum post still says dev-test though, but 2.14 and 2.15 patchnotes say for all branches again.
http://www.fromthedepthsgame.com/forum/showthread.php?tid=32997
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Date Posted: Jan 31, 2018 @ 1:19pm
Posts: 7