Cannons are better equipped to punch through the hull of larger and more robust ships compared to other weapons of similar size.
— In-Game Description
The Cannon is a projectile based weapon that fires large calibre rounds very similar to current day howitzers, dealing kinetic damage and can inflict significant damage to targeted modules and the modules around it.
Comparing cannons with multi-cannons, both deal kinetic damage and have similar damage per second and a high hull breach chance, but only multi-cannon has a damage drop-off at longer ranges. While multi-cannons are a reliable damage dealer, rate of damage is gradual and much may be deflected by Armour Hardness. In contrast, cannons do much more damage with a single hit and have relatively high armour piercing values and an exceptionally high hull breach chance, but they also have a low rate of fire and a small ammo clip size with a long reload time, making them one of the trickier type of weapons to use effectively.
Also, the cannon's projectile speed is lower than that of the multi-cannons, with turreted and gimballed cannons having the lowest projectile speeds and fixed cannons having a slightly higher projectile speed that is still lower than the multi-cannon's. Pilots are therefore recommended against installing both fixed cannons and fixed multi-cannons on the same ship, since the 2 weapons' shots would have to be led in different ways (the same logic applies to other fixed weapons with different projectile speeds).
Due to the similarities between cannons and plasma accelerators (both fire slow moving projectiles at a slow rate of fire and are designed to be used against larger, more armoured ships), the cannon is a substitute for pilots on a budget, since both the cannon and its ammunition are cheaper - in the case of ammunition by a factor of 10 per shot. Cannons also require much less energy to operate than plasma accelerators. Additionally, cannons are available on fixed, gimballed and turreted mounts, whereas plasma accelerators are only available on fixed mount. However, the plasma accelerator deals both thermal and kinetic damage, a fraction of which is absolute, meaning it negates the resistances on the target's shield or hull to deal full damage.
Projectile speed varies from 1200 m/s (fixed 1D) to 800 m/s (turreted 3D).
Maximum range is 3000m for class 1, 3500m for class 2, 4000m for class 3, and 4500m for class 4. There is no Damage Falloff: they always do full damage regardless of range.
Engineer Modifications Edit
This weapon can be modified by Engineers to enhance its abilities.
The following modifications can be applied to this module:
Possible Experimental Effects Edit
Modifying this module can sometimes result in any one of the following special effects also being applied:
|1||D, E||Witchhaul||Hornby Terminal|
|1||E, F||Frigaha||Aubakirov Orbital|
|1||E, F||Eravate||Cleve Hub|
|2||D||78 Ursae Majoris||Seddon Gateway|
|2||E, D||V2213 Ophiuchii||De Andrade Dock|
|3||C, D||LHS 2637||Perez Ring|
|3||C, D||Lugh||Hartsfield Market|
|3||C, D||V2213 Ophiuchii||De Andrade Dock|