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Prism cannon stats

  1. #1
    komninosm
    Guest

    Prism cannon stats

    The prism cannon has a range of 37 (only) and fires only once in 8 seconds. Other artillery have a range of 80 and reload of 5 secods. The damage of the blast is mostly morale.

    It does about 200-330 (265 average) damage per shot with 100% accuracy but has -100% accuracy when moving. This means it can't fire it while moving but it also has a setup of 0 seconds so it fires the instant it stops. Weird. Maybe that causes the weird behaviour of the prism targeting and moving in melee range.

    Divided by 8 (reload) the damage is weak. About 33. This is further reduced by penetration % values.Penetration is low (in the twenties) for infantry and good for vehicles, but only building_low is it any good. Other buildings its also low, in the twenties.

    So you'd better be happy it's got those other weapons ot it'd take you ages to kill practically anything.
    As artillery it isn't that brilliant either being unable to outdistance even anti_vehicles turrets and LPs, and with a slower fire rate. The 100% accuracy is only marginally effective, since artillery is usually fired in masses of enemy anyway. And the prism tend to shoot the cannon at stupid things.

    In other words the Fire Prism desperately needs a buff not a nerf :-p
    OK I'm just kidding, don't worry I didn't go nuts. I wouldn't say no to a range increase though in Mirage Knight's mod that's really nerfed them good.

    /edit: the min range is only 5 which means you can shoot your god damned self, since it has a 10 radius area of effect.

  2. General Discussions Senior Member Dawn of War Senior Member  #2
    Oppressive Forces of Titty n0z3k1ll3r's Avatar
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    Nothing really new here I have to say. It's long been known that its the catapults on that bastard are the real killer.
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  3. #3
    komninosm
    Guest
    Yeah but all the whiners complain about the uber purple beam of death and how it demolishes their buildings in masses too. It's freakin weaker than other artillery vs buildings and even has a pretty small range. I think it has area of effect radius 10 instead of 7 though...
    Also the reload of 8 compared to 5 is the real killer here.

  4. #4
    Keep its main cannon, but do something about the other weapons (and maybe modify the main cannon too slightly) so that vehicles actually have a chance against them whilst remaining cost-effective.

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