Master of Orion

Master of Orion

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Dirt Merchant Sep 13, 2016 @ 11:46am
Beams VS Cannons
Okay so I've figured out there are two different types of "beam weapons". One class I call "cannons" because the icon for them on the research tree looks like an old fashioned cannonball-shooter to me, and all the weapons shoot projectiles at their targets. The other class I call "rays" because that's what the icon on the tech tree looks like to me, and in battle they all shoot a continuous energy ray (look like lines) at their targets and linger on them for a little while. Cannons do all their damage in one shot. Rays display their damage plus a number of "procs" (which I assume is just the amount of times it will multiply the listed damage).

So when I generally compare cannons to rays, why do cannons come out on top in terms of how much space they take up in a ship (you can generally fit more cannons than rays on a ship), and generally do more DPS as well? Doesn't that make rays functionally useless? Is there some advantage to using a weapon that does a low amount of damage with several procs I don't know about?

And does whatever computer you have installed in your ship affect both those types of beams the same, or does it only give bonuses to one type of energy weapon?
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Showing 1-10 of 10 comments
Davor Sep 13, 2016 @ 11:52am 
I thought the computer affected both types of weapons. I thought and can't remember where I saw that "while it's not a beam weapon it uses targeting just like a beam weapon would. So My guess would be yes but can't prove it since it's hard to follow what is happening during combat.
purdueguy Sep 13, 2016 @ 12:07pm 
"Beam" affecting specials, like computers, HyperX, etc. - all affect beams or cannons. Cannons are considered a beam class weapon. You basically just have: beams, missiles, torpedos and fighter/bombers.
Torchfire Sep 13, 2016 @ 12:16pm 
If I understand the difference correctly, cannon damage is not diminished by range, while beam damage is. Most cannons (Not sure about some of them) are also shield piercing. That's probably why cannons are larger than beams at the same tech level.
frdnwsm Sep 13, 2016 @ 4:36pm 
These two classes of weapons seem analagous to those in MOO2. The true energy beam weapons are blocked by shields, while the ones you term "cannons" would fall into the category of things like the particle beams, which are naturally shield piercing.
Eupolemos Sep 13, 2016 @ 11:17pm 
In my 2-300 hours experince, rays become the best weapon-type in the game. Not fusion or Ion, but I'm talking plasma and Death Ray.

Their advantage is range, and that advantage is HUGE. Rays are the only weapon that has made me capable of making truly all-destroying ships. The reason is that they massively out-range torpedoes if they have heavy mount, making those Battleships/Titans/Doomstars impervious to their natural counter.

I love me some Gauss Cannon and Structural Analyzer, but the Death Ray just comes so much earlier.
Falaris Sep 13, 2016 @ 11:51pm 
It's worth adding that cannons lose accuracy over range, while beams lose damage over range.

What is best, then, would depend on a couple of factors:
Does your opponent have shilelds? If so, point for cannons, if not, for beams.
Do you have good computers? If so, point for cannons, if not, for beams.

I should probably add that this is pre-release info, it may have changed.
Marbur Sep 17, 2016 @ 1:39am 
The DPS-value is only worth something, if you make a relation to the consumed ship space.

I did take the consumed space values from a game with the Psilons where everything was reseached and made a relation with the DPS.
The results surprised me, Fusion Beam is the worst and even the normal Laser Cannon has a better value.

The complete table is in the chapter ship weapons in my guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=755435538
Imricdaelf120741 Sep 17, 2016 @ 6:37am 
I actually listed some examples of some different weapons and their effectiveness against shields in another thread about weapon procs.

All beam weapons are affected by the computer and any special that affects beams. Each individual weapon may have different quirks about it.

The guide above me by Marbur lists all the weapons and their paper values. However, he doesn't take into account shield damage reduction.

Plasma Beams are amazing and wonderful and awesome. Then your opponent gets Class X Shields and all of a sudden your Plasma Beams don't do much damage at all. Add all the relevant technologies and specials, and Plasma Beams become worthwhile again.
Meanwhile, Disruptors never go out of style and have excellent range.

Damage per second is a useless factor for me, but damage per space is something I would use if it was already calculated or I knew from experience.


Take a look at this thread as well:
https://steamcommunity.com/app/298050/discussions/0/350542050096268241/?ctp=2
Last edited by Imricdaelf120741; Sep 17, 2016 @ 6:38am
Davor Sep 17, 2016 @ 8:03am 
Gerat work there Marbur.
Marbur Nov 11, 2016 @ 2:58pm 
Hi,

I revised my guide with the new weapons data and I moved the old table to an extra chapter if someone wants to compare.
The combat value of ervery energy weapon is roughly halfed, because all cool downs are increased.
Also they made changes to the damage of some weapons.
The short ranged Mauler Device is now leading the list.
Last edited by Marbur; Nov 11, 2016 @ 2:59pm
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Date Posted: Sep 13, 2016 @ 11:46am
Posts: 10