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just make sure to have a sabot head and 1 or 2 sabot body peices. If the rest of the shell is made out of gunpowder then it should fly fast and shred metal ships and flyers easily.
Just watch for shields because they block shells easier the faster they go.
So what I did instead was create a monster cannon to take down OW. It's an APS 500mm cannon with 11 barrels and 8m shell racks. Shell have hollow point tips and all explosive warheads. It might not sound good for penetration, but since the shells have tight spread and don't explode all at once, just one shot from the cannon can drill through entire depth of OW ship. Plus its an one-shot-kill for small ships.
A little unusual and extreme solution, but it works, it works so damn well.
Of course EMP has no other damage, and AI parts are usually conducted. So combine it with HE or frag for OW.
you mean Shaped Charge
Hollow Point damage is based on the kinetic damage
CRAM makes pen depth easy and devastating when it hits, but CRAMS can't go fast.
Without rails, I find frags are good for APS at all gauges if you use max shell length for the clips. HEAT is good at 150ish. Sabots for small gauge.
http://steamcommunity.com/sharedfiles/filedetails/?id=748297868
The turrets each have thier LWCs and ammo customizers built in. They can be saved as sub-objects and surface mounted on anything.
Have you tryed to use base bleader?
Try out this ammo:
7x gunpowder casing, base bleeder, 3x sabbot warhead body, 1 sabbot warhed nose.
At 80mm this shell gets 31.6AP, 941 kinetic dmg, 724m/s speed and 6.1km range. And this still fits in a 1m shell rack, so you can use belt fed autoloaders. I'm using this in a 3*80mm cannon. With a not too long barrel it can mostly hit targets up to 2.5km, well beyound the range of the big CRAM cannons, so you can keep safe distance from the enemy while shooting.
You can also use this shell effectively in a 54mm 6 barelled gattling gun, for shredding enemys at close range.
A recent patch buffed longer shells with faster reload times. Belt feeders with four or five inputs per clip still have significant down time. For these reasons I have been trying longer shells. Clipless configurations work nice at 1m and 2m size. Beyond that the inirial downtime to load first shell gets pretty long. (Clipless designs don't have any shells loaded at combat start.)
I'm working on a thunderling like, frigate sized ship / trustercraft, so my gun designs are compact, except the 200mm one.
For the 3 barelled 80mm sabbot gun, i use 3 normal autoloader with racks + 1 belt fed with many shell racks. It's able to fire constantly. Not a minigun but can be made quite compact.
Along with the pure AP rounds, i use a second ammo for some fun. About every 6. round has a graviton ram. They are a bit slower, but can do funny thing with even with the large ships. :)
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For the 3 barelled 200mm gun i use 2*3 autoloader with 1 ammo clip each. It's not a fast gun, fires in 2*3 shell in a burst of about 12 seconds. I think it's not optimal, but this is my first 'big' gun desing. It uses 2 types of explosive ammo:
4 gunpowder, base bl., inertial fuse, 3x HE warhead body, Shaped charge head
5 gunpowder, base bl., inertial fuse, 2x HE w.b., Squash head
With 200mm barrel, they can also goes 5.5km while able to harm shilded targets and superstructure.
I tryed the sell rack less method some weeks ago for this gun, but was a bit slow. Maybe it was before that patch.
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I also using a 2*6 barrelled 54mm sabbot gun with only belt fed loadres for close range / anti air purpouses.
3 gunpowder, base bleader, sabbot wh body, sabbot head (24ap, 1.9km range, 208 kinetik)
5 gunpowder, graviton ram, 3x solid warhead body, sabot head (14ap, 1.7km, 42 kinetik) - only every sixth shell are graviton shell.
That gun are very compact, and literlay can push big ships out from the water, making their belly exposed. :) Flying enemys are also in danger because of the graviton ram.
http://steamcommunity.com/sharedfiles/filedetails/?id=773182105
Just a recommendation, you shoud use Q switches on the LAMS, and it's worth to limit the range of the lams emitters to 2-300m (accuracy and efficency bonus). In the current state, your system can not kill big cram shells from a plunderer or a bullwark. If you add the q switches, then your lams will easly kill any cram shell.