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Artillery Chain Weaponry Question
Posted: Mon Aug 25, 2014 10:33 pm
by NarnKar
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?
Re: Artillery Chain Weaponry Question
Posted: Tue Aug 26, 2014 8:25 am
by dalolorn
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.
Re: Artillery Chain Weaponry Question
Posted: Tue Aug 26, 2014 9:55 am
by Sleeper Service
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.

Re: Artillery Chain Weaponry Question
Posted: Wed Aug 27, 2014 3:57 pm
by NarnKar
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)
Re: Artillery Chain Weaponry Question
Posted: Wed Aug 27, 2014 5:33 pm
by Russian Rockman
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)
Thank you so much for finally testing this out.

I've been meaning to, but never got around to it.
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.
Re: Artillery Chain Weaponry Question
Posted: Wed Aug 27, 2014 6:37 pm
by NarnKar
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.
No such luck with vulcan drones, unfortunately: they have their own <speed> tag for firing.
A damage boost would be interesting, though...perhaps that'd be possible.