Hey, I'm thinking of making a vulcan-type weapon for an Artillery system. I have a few questions:
1.) If I go with a cooldown-dropping weapon, will upgrading Artillery affect the cooldowns?
2.) Are there weapons that fire more shots per chain? Like, zero chains, one bullet, one chain, two bullets, and so on?
3.) If I go with a charge-laser type weapon, how would the Artillery use it? Would it charge all the laser shots, or would it autofire as soon as I acquire a single charge?
Artillery Chain Weaponry Question
- NarnKar
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Re: Artillery Chain Weaponry Question
Honestly, I have no idea. I can't even speculate on the exact outcome of option 1, but here's what I think will happen:
2.) None that I can think of, but this should work fine. Emphasis on 'should'.
3.) In my opinion, it would probably autofire immediately.
2.) None that I can think of, but this should work fine. Emphasis on 'should'.
3.) In my opinion, it would probably autofire immediately.
- Sleeper Service
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Re: Artillery Chain Weaponry Question
Same here. From my general experience artillery weapons are rather finicky and a lot of weapon blueprint tags won't apply to them. Chances are that no one has actually tested the stuff you want to try, so you might just have to do this yourself. 

- NarnKar
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Re: Artillery Chain Weaponry Question
All right, so I tested this out. I put a Chain Vulcan as the artillery weapon, and mounted it on the Federation C (not that the ship itself matters).
The <boost> tag still applies, which is good.
So with 1 power, the Vulcan acted much as you'd expect it would. Reload times: 14 seconds, 11 seconds, 8 seconds, 6 seconds, 4 seconds, 1.7 seconds, and leveling out at ~1 second.
With an upgrade to 4 power, the Vulcan had these reload times: 5.8 seconds, 4.6 seconds, 3.6 seconds, 2.6 seconds, 1.5 seconds, and leveled out at ~.5 seconds.
The cooldown for a regular Chain Vulcan (the weapon, not the artillery system) is 2 seconds,and it looks like the 1 power Artillery Vulcan worked much the same way.
But the 4 power Artillery Vulcan had cooldown drops of 1 second, so it looks like the cooldown drops get faster as the Artillery System gets more powerful.
As a side note, a 4 power Artillery Vulcan is a sight to behold, my friends. What a spectacular sight indeed.
(edit: clarified some words)
The <boost> tag still applies, which is good.
So with 1 power, the Vulcan acted much as you'd expect it would. Reload times: 14 seconds, 11 seconds, 8 seconds, 6 seconds, 4 seconds, 1.7 seconds, and leveling out at ~1 second.
With an upgrade to 4 power, the Vulcan had these reload times: 5.8 seconds, 4.6 seconds, 3.6 seconds, 2.6 seconds, 1.5 seconds, and leveled out at ~.5 seconds.
The cooldown for a regular Chain Vulcan (the weapon, not the artillery system) is 2 seconds,and it looks like the 1 power Artillery Vulcan worked much the same way.
But the 4 power Artillery Vulcan had cooldown drops of 1 second, so it looks like the cooldown drops get faster as the Artillery System gets more powerful.
As a side note, a 4 power Artillery Vulcan is a sight to behold, my friends. What a spectacular sight indeed.
(edit: clarified some words)
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Re: Artillery Chain Weaponry Question
Thank you so much for finally testing this out.NarnKar wrote:All right, so I tested this out. I put a Chain Vulcan as the artillery weapon, and mounted it on the Federation C (not that the ship itself matters).
The <boost> tag still applies, which is good.
So with 1 power, the Vulcan acted much as you'd expect it would. Reload times: 14 seconds, 11 seconds, 8 seconds, 6 seconds, 4 seconds, 1.7 seconds, and leveling out at ~1 second.
With an upgrade to 4 power, the Vulcan had these reload times: 5.8 seconds, 4.6 seconds, 3.6 seconds, 2.6 seconds, 1.5 seconds, and leveled out at ~.5 seconds.
The cooldown for a regular Chain Vulcan (the weapon, not the artillery system) is 2 seconds,and it looks like the 1 power Artillery Vulcan worked much the same way.
But the 4 power Artillery Vulcan had cooldown drops of 1 second, so it looks like the cooldown drops get faster as the Artillery System gets more powerful.
As a side note, a 4 power Artillery Vulcan is a sight to behold, my friends. What a spectacular sight indeed.
(edit: clarified some words)

Would you mind testing how the chain weapons work on drones? If they work that could open up some very interesting possibilities.
Also, do multiple shot drone weapons work? Like I was thinking about a slow moving drone that fired 5 lasers at a time or something.
- NarnKar
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- Joined: Thu Jun 19, 2014 4:24 pm
Re: Artillery Chain Weaponry Question
No such luck with vulcan drones, unfortunately: they have their own <speed> tag for firing.Russian Rockman wrote:Would you mind testing how the chain weapons work on drones? If they work that could open up some very interesting possibilities.
A damage boost would be interesting, though...perhaps that'd be possible.