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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.
You can try my towers from my Weapon Testing Facility. It have rapid fire cannons and not so.
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.
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.
Have a good day. ;)
p.s. if you add coolers it multiplies the cooldown by 0.85 so reducing it by 15 percent
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)
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).