From The Depths
Doc Jul 20, 2018 @ 12:54am
How do I make my advanced cannon fire faster?
I'm not good at maths, and all the help I tried seeking online requries maths, so if anyone has any simple explanations of how to make it fire quickly, I would really apreciate it...
Right now, I tried adding more cooling units, but the barrels only decided to fire after the last one had cooled down... so it didn't really help
I tried removing autoloaders, since I heard they actually decrease the reload speed, but that didn't help either, and when I put 2 autloaders, only two barrels fired, then they cooldown, and only after that happened that other barrels would fire...
To put it short: I had a 6 barrel cannon, and I wanted each barrel to fire once in a quick succesion while having some decent damage, 100 damage is the minimum I tried getting, and I did manage to get that, but the firerate was just too damn slow... I know autoloaders reduce reloading speed, but the only thing I haven't tried is just slaping a bunch of them in... also, the belt-fed autoloaders are okay, they reload fast but, the shells are simply too small and weak to be effective from what I've saw...
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Showing 1-11 of 11 comments
CHOO CHOO Jul 20, 2018 @ 1:07am 
Slap a bunch of them in.
FourGreenFields Jul 20, 2018 @ 1:51am 
Originally posted by M4t4d0r:
I tried removing autoloaders, since I heard they actually decrease the reload speed, but that didn't help either, and when I put 2 autloaders, only two barrels fired, then they cooldown, and only after that happened that other barrels would fire...
You found some wrong info there. Autoloaders increase RoF, but increase load time per loader. I.e. a loader may need 1.1s instead of 1s to load, but now you have 2 loaders, so 2 shells in 1.1s, instead of 1 in 1s.

Beltfed is great for high RoF. Unless you're using > 20cm cannons (which won't happen on a 6-barreled cannon), they're usually a very good choice. And even above 20cm, you may sometimes want beltfed.

If you use normal loaders, avoid using single-clip loaders. 2-3 clips or clipless are usually better.
Last edited by FourGreenFields; Jul 20, 2018 @ 1:51am
Riganthor Jul 20, 2018 @ 2:04am 
use loads of autoloaders and plaster every part with ammo input, balancing this out is gonna be a thing but more IS better
Oobaneko Jul 20, 2018 @ 7:10am 
Loading into cannon is nominal loading (shown in shell customizer) times coefficient of loading, which are autoloader length (nominal), number of autoloader (negative factor), number of clips with shells attached to single autoloader (positive factor). So, real reload time is nominal shell reload time (from autoloader to cannon) times autoloader comlpexity (coeffitient).

You can try my towers from my Weapon Testing Facility. It have rapid fire cannons and not so.
Cryoflair Jul 20, 2018 @ 10:45am 
Suggestion:
Use a 333mm shell that's one part powder, one part HE, and one part Hesh / shaped charge warhead. You can fit those into a beltfed. Use a couple of beltfed loaders (4-12) and add a ton of coolers. This ends up in some very large turrets with a lot of recuil but they can do a lot of damage very quickly. I've had great results so far.
Last edited by Cryoflair; Jul 20, 2018 @ 10:46am
GMC Jul 20, 2018 @ 3:37pm 
Cool-down affects the rate at which each barrel can fire. Once you've fired the gun, mouse-over the gun to view the statistics, which will show the cool-down time. If it's too low, add more cooling vents.

But a barrel can only fire if it contains a shell. The loading speed is dictated by the number of autoloaders, the number of clips attached to each loader, and the size of the shell (specifically, load time increases in proportion to the square root of the shell's volume). The slow-down from having more autoloaders increases the time per autoloader, but more autoloaders still increases the loading rate overall; the complexity factor just means that you get diminishing returns. Specifically, the time to load each autoloader is proportional to the fourth root of the number of autoloaders, so the total reload rate increases as n^(3/4), where n is the number of autoloaders. Reload time per autoloader is inversely proportional to the number of clips per autoloader, meaning a 41% increase for 2 clips and 73% for 3 clips.

The wiki[fromthedepths.gamepedia.com] has the various formulae which determine the statistics of advanced cannons.
Videogames Jul 20, 2018 @ 6:23pm 
Clip spam because it is very realistic and definitely not one of nick's drunken gameplay contrivances.
SteelDoubloon01 Jul 21, 2018 @ 8:54am 
so get the rpm that you want, lets say 600 RPM , then get the amount of bullets in seconds which is the the rpm divided by 60 so it is 60 bullets per second. I assume you know how to make a bullet in the ammo custimiser. you set the Gauge to the gauge you want e.g. 200MM . you now look at the time for the reload, e.g. 35.5 seconds. you add 1 or2 seconds to be safe while rounding it up e.g. 35.5 --> 37 seconds. Now if you shoot 60 bullets per second, you need 60 times by 37 seconds to get the amout of bullets shot until the 37 reload for the first bullet is finished. Plus becasue you added a few seconds there is extra bulllets just in case. This number of 60 X 37 is also how many autoloaders you need. PLUS, I THINK WHAT YOU ACTUALLY WANT TO KNOW IS TO PRESS Q WHILE LOOKING AT THE FIRING PIECE THEN ADJUSTING THE FIRE RATE WHICH IT ON THE BOTTOM RIGHT.

Have a good day. ;)

p.s. if you add coolers it multiplies the cooldown by 0.85 so reducing it by 15 percent
Last edited by SteelDoubloon01; Jul 21, 2018 @ 8:55am
GMC Jul 21, 2018 @ 1:15pm 
Originally posted by SteelDoubloon01:
so get the rpm that you want, lets say 600 RPM , then get the amount of bullets in seconds which is the the rpm divided by 60 so it is 60 bullets per second.
600 rounds/minute is 10 rounds/second. 60 rounds/second would be 3600 rounds/minute.

Originally posted by SteelDoubloon01:
I assume you know how to make a bullet in the ammo custimiser. you set the Gauge to the gauge you want e.g. 200MM . you now look at the time for the reload, e.g. 35.5 seconds. you add 1 or2 seconds to be safe while rounding it up e.g. 35.5 --> 37 seconds. Now if you shoot 60 bullets per second, you need 60 times by 37 seconds to get the amout of bullets shot until the 37 reload for the first bullet is finished. Plus becasue you added a few seconds there is extra bulllets just in case. This number of 60 X 37 is also how many autoloaders you need.
This fails to account for the complexity factor, i.e. the amount by which the loading time increases according to the number of autoloaders.

The actual loading rate is proportional to n^(3/4)*sqrt(c), where n is the number of autoloaders and c is the number of clips per autoloader. So if the desired firing rate is r (in rounds per second), the loading time shown in the customiser is t (in seconds), and each autoloader has c clips, the required number of autoloaders is (r*t/sqrt(c))^(4/3)

Originally posted by SteelDoubloon01:
p.s. if you add coolers it multiplies the cooldown by 0.85 so reducing it by 15 percent
Note that cooldown time and loading time are separate. The sustained rate of fire is determined by the longer of the times, which is usually the loading time (adding more cooling vents increases the fire rate exponentially, whereas adding more autoloaders produces a below-linear increase).

LunaticMoth Jul 22, 2018 @ 6:58am 
Normally advanced cannons are going to be big and not simple
Doc Jul 24, 2018 @ 4:01pm 
Thank you all for your responses!!! y'all helped me alot!
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Date Posted: Jul 20, 2018 @ 12:54am
Posts: 11