XENPROC Posted January 29, 2020 Share Posted January 29, 2020 (edited) Artillery very useless this is an unnecessary weapon nothing to doing for crewship there is no booster like a mod or part something Maybe little bit buffed or maybe an part or mod Edited January 29, 2020 by XENPROC 7 Link to comment Share on other sites More sharing options...
Oggyswe Posted January 29, 2020 Share Posted January 29, 2020 Theres a mod that increase forward artiliery damage on the railjack Its called forward artiliery Link to comment Share on other sites More sharing options...
(XBOX)Skippy575 Posted January 29, 2020 Share Posted January 29, 2020 You talking about the front cannon or the munitions? Link to comment Share on other sites More sharing options...
Tsukinoki Posted January 29, 2020 Share Posted January 29, 2020 Actually there is a mod for the tunguska cannon. Its called Forward Artillery: Quote Increases Forward Artillery (the Tunguska cannon) Damage. Drops from Exo Cutter (0.101%), Kosma Outrider (3.794%), Elite Exo Taktis (1.106%), and Gyre Outrider (3.794%). A zetki version at max rank and in a fullly upgraded grid slot drains 13 points and provides a +93.5% damage boost, which is quite noticeable. Honestly the biggest problem with the tunguska cannon is that if you hit the engine hitboxes (which are rather large, even from the side of the crewship) you wont' do any damage to the ships main HP pool... 2 Link to comment Share on other sites More sharing options...
XENPROC Posted January 29, 2020 Author Share Posted January 29, 2020 (edited) 2 minutes ago, Tsukinoki said: Actually there is a mod for the tunguska cannon. Its called Forward Artillery: A zetki version at max rank and in a fullly upgraded grid slot drains 13 points and provides a +93.5% damage boost, which is quite noticeable. Honestly the biggest problem with the tunguska cannon is that if you hit the engine hitboxes (which are rather large, even from the side of the crewship) you wont' do any damage to the ships main HP pool... 4 minutes ago, Oggyswe said: Theres a mod that increase forward artiliery damage on the railjack Its called forward artiliery I do not know that thank you guys Edited January 29, 2020 by XENPROC 1 Link to comment Share on other sites More sharing options...
Steel_Rook Posted January 29, 2020 Share Posted January 29, 2020 36 minutes ago, Tsukinoki said: Honestly the biggest problem with the tunguska cannon is that if you hit the engine hitboxes (which are rather large, even from the side of the crewship) you wont' do any damage to the ships main HP pool... This is a problem with AoE in Warframe in general. Same reason why the Opticor is a terrible weapon against Eidolons when you'd think it would be pretty good. The cylindrical AoE often hits invulnerable limb parts before the central beam can hit the Synova, causing it to do no damage. I'm of the opinion that DE really need to revamp their bodypart prioritisation system. 3 Link to comment Share on other sites More sharing options...
[DE]Rebecca Posted January 29, 2020 Share Posted January 29, 2020 1 hour ago, Tsukinoki said: Honestly the biggest problem with the tunguska cannon is that if you hit the engine hitboxes (which are rather large, even from the side of the crewship) you wont' do any damage to the ships main HP pool... This in particular is being fixed next Hotfix, which hopefully solves one of the biggest problems with the cannon! 13 Link to comment Share on other sites More sharing options...
Oreades Posted January 29, 2020 Share Posted January 29, 2020 1 hour ago, Oggyswe said: Theres a mod that increase forward artiliery damage on the railjack Its called forward artiliery Well how the heck is DE expecting people to figure that out with such a cryptic naming scheme? 2 Link to comment Share on other sites More sharing options...
Oreades Posted January 29, 2020 Share Posted January 29, 2020 I'd just love to see heccin artilary only fire when it was locked on and have a 100% hit rate based on said lockon..... because there is nothing that keeps me from using that nonsense more than the knowledge that I'm going to spend like 10 seconds charging it up only to have my pilot jerk it slightly to one side or the other and causing 98% of every shot I've taken with that blasted thing missing. Link to comment Share on other sites More sharing options...
0_The_F00l Posted January 29, 2020 Share Posted January 29, 2020 19 minutes ago, [DE]Rebecca said: This in particular is being fixed next Hotfix, which hopefully solves one of the biggest problems with the cannon! Thats good to know , will there also be a UI section identifying the damage being done by it? having an avionic that increases damage while not knowing what that damage is, before firing it , seems like an oversight. 5 Link to comment Share on other sites More sharing options...
Gaikki Posted January 29, 2020 Share Posted January 29, 2020 Well forward artillery does have an avionics that boosts its damage. It's just rare. But you know what, that's not what you need at the moment. You need language school, that's what you need. Link to comment Share on other sites More sharing options...
DarkSkysz Posted January 29, 2020 Share Posted January 29, 2020 That cannon with the mod for extra damage can kjll crewships in the veil with only 1 shot. I wish they increase the ammo pool...because missing a shot or hiting the engines is a big issue when playing solo, since you will lose time forging more charges. 2 Link to comment Share on other sites More sharing options...
Pendragon1951 Posted January 29, 2020 Share Posted January 29, 2020 Here's two thing I don't understand about the artillery 1) Sometimes I'll target a crew ship and it hits for 35k damage and it's still flying around like it didn't get hit and other time i'll hit it for 2k damage and it blows up, what am I missing here?? 2) Why in the world do we have to switch spots to fire the artillery, why can't we fire both the nose guns and artillery from the pilot's seat instead of having to go thru switching from one seat to another it's impractical and wastes time, that was poorly designed. It would be easier to make a keybind to switch between weapons like you do between primary and melee. 2 Link to comment Share on other sites More sharing options...
Kingsmount Posted January 29, 2020 Share Posted January 29, 2020 (edited) 56 minutes ago, [DE]Rebecca said: This in particular is being fixed next Hotfix, which hopefully solves one of the biggest problems with the cannon! I hope "Fix" means "Giving it infinite punch through" to properly make sure the problem never happens, rather than just shrinking the hitboxes. The giant main cannon needs to have punch through regardless. Even through asteroids. Needs a damage buff too, it's almost never worth using. The time it takes to switch to the artillery seat, aim, charge, fire, isn't significantly faster than teleporting to slingshot, launching yourself, and popping the reactor, teleporting back. And popping the reactor is guaranteed to kill it. An artillery shot isn't. And you can get more affinity from killing grunts along the way. Otherwise it will still feel like a limp noodle like it does now. Edited January 29, 2020 by Kingsmount Link to comment Share on other sites More sharing options...
MonsterOfMyOwn Posted January 29, 2020 Share Posted January 29, 2020 Does it means that the "fix" will make the big gun a semi functionnal solution to destroy crewship provided that you choose to mod it, have enough ressources ro craft ammo and proc' satus to lower armor ? If so it will still be way inferior to an invisible loki using slingshot, teleport back to railjack, rince and repeat. Link to comment Share on other sites More sharing options...
kyori Posted January 29, 2020 Share Posted January 29, 2020 1 hour ago, [DE]Rebecca said: This in particular is being fixed next Hotfix, which hopefully solves one of the biggest problems with the cannon! Will it be able to kill veil crewship in 1 shot after that hotfix? With maxed Zekti Forward Artillery avionic of course. Link to comment Share on other sites More sharing options...
Dark_Lugia Posted January 29, 2020 Share Posted January 29, 2020 As long as the artillery doesn´t oneshot crewships, I won´t waste any mod slots or munition for it. I was a fan of it while we could buff it with rhino, but now it´s just useless. 3 Link to comment Share on other sites More sharing options...
Aldrr Posted January 29, 2020 Share Posted January 29, 2020 It can still do it. But you need to soften that crew ship armor first with some status procs. The carcinnox is a very good pick for this. Link to comment Share on other sites More sharing options...
Lluid Posted January 29, 2020 Share Posted January 29, 2020 (edited) If you want to one shot crewships, these things appear to work : use "forward artillery" to increase damage activate the tactical "battle station" which also boosts artillery damage reduce target's armor with plasma procs (with any weapon except cryophon) increase damage taken with particle procs use corrosive projection auras (although I'm not sure about this, it's the only explanation I found when I could one shot without the above) Edited January 29, 2020 by Lluid Link to comment Share on other sites More sharing options...
Gelkor Posted January 29, 2020 Share Posted January 29, 2020 28 minutes ago, Dark_Lugia said: As long as the artillery doesn´t oneshot crewships, I won´t waste any mod slots or munition for it. I was a fan of it while we could buff it with rhino, but now it´s just useless. You just need to shoot it with any turret that has plasma and/or particle for a few seconds before you fire and it will one shot Crewships in the viel without an avionic. If you sit someone in the cannon while the pilot has any of the turrets that proc just have them keep firing as the cannoneer aims it will kill it, no avionics or exploits needed. Link to comment Share on other sites More sharing options...
motorfirebox Posted January 29, 2020 Share Posted January 29, 2020 3 hours ago, Tsukinoki said: A zetki version at max rank and in a fullly upgraded grid slot drains 13 points and provides a +93.5% damage boost, which is quite noticeable. Yeah, but in the end it means you have to spend two shots per Veil crewship instead of three. And those shots are hard enough to make (depending on your pilot) that, in my opinion, it's rarely worth the time or resources. Link to comment Share on other sites More sharing options...
IgnisWings Posted January 29, 2020 Share Posted January 29, 2020 you posted cringe tenno you are gonna lose subscriber Link to comment Share on other sites More sharing options...
noturkill Posted January 29, 2020 Share Posted January 29, 2020 2 hours ago, Gaikki said: Well forward artillery does have an avionics that boosts its damage. It's just rare. But you know what, that's not what you need at the moment. You need language school, that's what you need. My dude. He may not be a native English speaker. Chill out XD. Link to comment Share on other sites More sharing options...
Gaikki Posted January 29, 2020 Share Posted January 29, 2020 3 hours ago, noturkill said: My dude. He may not be a native English speaker. Chill out XD. I know. They're next. Link to comment Share on other sites More sharing options...
Duality52 Posted January 30, 2020 Share Posted January 30, 2020 On 2020-01-29 at 8:23 AM, Kingsmount said: And popping the reactor is guaranteed to kill it. An artillery shot isn't. And you can get more affinity from killing grunts along the way. As another note, don't forget how the only way we can get Affinity from a Crewship's destruction is by depleting its entire health while it's detonating from its reactor being overloaded. Leaving it to explode from the reactor overload or just using the Cannon will not grant any Affinity from the Crewship's destruction whatsoever. Link to comment Share on other sites More sharing options...
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