Talk:Sonic Cannon: Difference between revisions
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::I still maintain that they last longer than most weapons in continuous use, and so shouldn't be labled as "runs out quickly". With a single reload a Sonic Cannon is not going to run out before turn 20 in almost all cases. I *wish* I could say the same for the Gauss Rifle (and funny that you use Lobstermen as an example - you're going to have to reload about 10 times to knock one of those over with a Gauss Rifle vs 1 or 2 with a Sonic Cannon). [[User:Magic9mushroom|Magic9mushroom]] 03:53, 7 March 2012 (EST) | ::I still maintain that they last longer than most weapons in continuous use, and so shouldn't be labled as "runs out quickly". With a single reload a Sonic Cannon is not going to run out before turn 20 in almost all cases. I *wish* I could say the same for the Gauss Rifle (and funny that you use Lobstermen as an example - you're going to have to reload about 10 times to knock one of those over with a Gauss Rifle vs 1 or 2 with a Sonic Cannon). [[User:Magic9mushroom|Magic9mushroom]] 03:53, 7 March 2012 (EST) | ||
:::Gauss rifles are natural ammo guzzlers due to their design. But if you are conservative and careful with your ammo then you'll obviously lengthen the life expectancy of your ammunition. This applies to any weapon. I mean, careful use of the dart gun can yield a glorious 12 turns of stunning potential for example. Heh - never said it was effective! | |||
:::I suppose if you can guarantee that each and every shot fired will hit and kill its target on the first try, then yes the cannon power clip is not going to exhaust that quickly as you are tapping its full potential. In the hands of average developing aquanauts though, I don't think they'll be as lucky. Or, even if that were the case, bringing more aquanauts in with more cannons (effectively bringing more ammo in), will also slow down how quickly each individual clip is drained by spreading the load. -[[User:NKF|NKF]] 00:37, 8 March 2012 (EST) | |||
Revision as of 05:37, 8 March 2012
Sonic Cannon clips exhausting quickly?!
No, they don't. You have 10 rounds of continuous aimed (or snap in any case other than stationary sniping) fire before the clip runs out. A Sonic Pistol can empty in 7, and a Gauss Rifle in 3. Magic9mushroom 06:49, 6 March 2012 (EST)
- Hmm. Just to fuss about it, if you're talking about continuous snapshots with the guns and nothings else, the Sonic Cannon actually runs out in 5. From actual practice, I find the cannon needs to be rearmed quite frequently. Especially on superhuman 2-parter missions or most big Lobsterman missions.
- Once you have veterans that can hit 100+% kneeling snaps with the cannons, then you won't have to rearm so often. While they are developing, you most certainly will be exhausting the clips at a respectable rate.
- Now let's see if this will update without getting disconnected part way through this time! -NKF 00:01, 7 March 2012 (EST)
- I still maintain that they last longer than most weapons in continuous use, and so shouldn't be labled as "runs out quickly". With a single reload a Sonic Cannon is not going to run out before turn 20 in almost all cases. I *wish* I could say the same for the Gauss Rifle (and funny that you use Lobstermen as an example - you're going to have to reload about 10 times to knock one of those over with a Gauss Rifle vs 1 or 2 with a Sonic Cannon). Magic9mushroom 03:53, 7 March 2012 (EST)
- Gauss rifles are natural ammo guzzlers due to their design. But if you are conservative and careful with your ammo then you'll obviously lengthen the life expectancy of your ammunition. This applies to any weapon. I mean, careful use of the dart gun can yield a glorious 12 turns of stunning potential for example. Heh - never said it was effective!
- I suppose if you can guarantee that each and every shot fired will hit and kill its target on the first try, then yes the cannon power clip is not going to exhaust that quickly as you are tapping its full potential. In the hands of average developing aquanauts though, I don't think they'll be as lucky. Or, even if that were the case, bringing more aquanauts in with more cannons (effectively bringing more ammo in), will also slow down how quickly each individual clip is drained by spreading the load. -NKF 00:37, 8 March 2012 (EST)