
(Model made by me using Blender, because I’ve nothing to do.) Yeah I know it’s ugly
Name: Magnetic Accelerator Cannon (MAC)
Class: Fighter (Maybe gunship only)
Damage: 3400 kinetic (Explosive damage)
Rate of fire: 30 shots/minute
Projectile speed: 6000 m/s
Range: 3700 m
Crit chance: 7%
Crit bonus: 60%
Spread: 0.1->0.6
Full overheat/cooling: 6s/3s
Description: A weapon that accelerates explosive rounds to incredible speeds. It sacrifices rate of fire for projectile speed. The weapon can be charged up, every second of charging consumes 200 energy, but increases damage, projectile speed and crit chanche by 3% each second, for a maximum of 15% bonus by charging the shot for 5 seconds. When a fully charged shot is fired, it instantly triggers overheat. Like Positron and Gauss cannon, you cannot hold down the left mouse to fire continuously, you have to manually charge each shot.
I think it would be a very interesting weapon to use and experiment with. Maybe it should be gunship specific, since it still doesn’t have a unique weapon.
Let me know what you think, every critique is welcome.
First time I actually see a weapon suggestion and it’s stats are underpowered 
It would actually just have a raw Dps with the stats you posted of about 930, that’s damn low.
You gotta adjust it a bit, increase the raw damage, make it have some extra effects. The way you proposed it, it would just be a weak explosive version of the Gauss Cannon, make it like that you click once and can’t abort the chargeup of the shot (Considering MACs are damn energy hungry weapons and are not easy to be charged just like that), but does good damage.
Also, adjust statistics a bit to make it stronger.
But all in all…
I like the idea, reminds me of Halo series …
Removed the double post for ya.
First time I actually see a weapon suggestion and it’s stats are underpowered 
It would actually just have a raw Dps with the stats you posted of about 930, that’s damn low.
You gotta adjust it a bit, increase the raw damage, make it have some extra effects. The way you proposed it, it would just be a weak explosive version of the Gauss Cannon, make it like that you click once and can’t abort the chargeup of the shot (Considering MACs are damn energy hungry weapons and are not easy to be charged just like that), but does good damage.
Also, adjust statistics a bit to make it stronger.
But all in all…
I like the idea, reminds me of Halo series …
Removed the double post for ya.
Well, I thought that with the high projectile speed and explosive damage, it would be both effective against frigates and interceptors, so I decided to make the damage low in order to prevent it from being op… But I’ll adjust it.
Well, I thought that with the high projectile speed and explosive damage, it would be both effective against frigates and interceptors, so I decided to make the damage low in order to prevent it from being op… But I’ll adjust it.
It might do somewhat decent damage to frigates but it would totally suck against Interceptors, you have to think that Interceptors come with extra resistance to explosive damage (33%) while frigates have a penalty (25%), which means while it does moderate damage to frigates, it would be meh against fighters and total crap against Interceptors, 33% of 1400 would be a raw damage almost 950 (Without any resistances) which you can’t say is a lot, considering I can do 4k damage with Gauss Cannon against an Interceptors with decent resistances and oneshot them when they have none. Also your fire rate is damn low, considering it is a MAC explosive does make a lot of sense, I would give it more range, far more damage and make even lower RoF, make the RoF quite low but a damn good weapon for precision. Unlike Gauss, it should have some special effect and should not be same way of charge up.
Also: I know that these weapons are damn heavy things, they would be excellent for Destroyers.
Idk what you think, but for Destroyers they would make a really good Pew Pew Gun.
It might do somewhat decent damage to frigates but it would totally suck against Interceptors, you have to think that Interceptors come with extra resistance to explosive damage (33%) while frigates have a penalty (25%), which means while it does moderate damage to frigates, it would be meh against fighters and total crap against Interceptors, 33% of 1400 would be a raw damage almost 950 (Without any resistances) which you can’t say is a lot, considering I can do 4k damage with Gauss Cannon against an Interceptors with decent resistances and oneshot them when they have none. Also your fire rate is damn low, considering it is a MAC explosive does make a lot of sense, I would give it more range, far more damage and make even lower RoF, make the RoF quite low but a damn good weapon for precision. Unlike Gauss, it should have some special effect and should not be same way of charge up.
Also: I know that these weapons are damn heavy things, they would be excellent for Destroyers.
Idk what you think, but for Destroyers they would make a really good Pew Pew Gun.
Ok, I greatly increased the damage and added a special EM lingering effect, but reduced the Rate of Fire. I don’t like very much it being used on destroyers, because I don’t think that giving them more weapons with high projectile speed is a good choice. I think that destroyers should have more hard hitting but low-projectile speed weapons.
Ok, I greatly increased the damage and added a special EM lingering effect, but reduced the Rate of Fire. I don’t like very much it being used on destroyers, because I don’t think that giving them more weapons with high projectile speed is a good choice. I think that destroyers should have more hard hitting but low-projectile speed weapons.
Yep you are bringing it on the right track.
MACs do not have to be really fast projectiles, considering this is space and ships can be quite big, a heavy kinetic projectile can be fast yet not that fast ingame, let’s say 5000m/s would be not too bad, I really miss a weapon which is filling the hole between the Coilgun and the Halo Launcher, Coilgun is too high spread and not really hard hitting while the Halo Launcher is but the projectiles are just too damn slow, you can not even hit an agile Antares with it unless it’s in front of you.
I would say the MAC cannon not to be on the fighter or gunship. I would say to put the make cannons on the frigates, n the carrier, like the with halo ships on the UNSC had.

I was actually thinking of something like this, but for Destroyers. Similar to how MACs are mounted on UNSC ships, maybe a MAC could be spinal-mounted on Destroyers (like a Special ‘F’ Module) and could take a long time to charge, but does MASSIVE kinetic damage.
I was thinking something like the dreadnought main caliber but scaled down in terms of damage and wind-up time.
Also, equipping the MAC would change the model of the Destroyer to modify it to have a huge spinal-mounted gun integrated into the superstructure. Kinda like this:

Maybe this could be for R14 destroyers!
A concept to work with:
Spinal Mount Weapons, usually just referred to as ‘Spinal Mounts’ or ‘Spinal Weapons’, are the ‘big guns’ of space battles. The name refers to their construction, a Spinal Mount is usually built into the long axis of a space ship, and may even double as a structural component!
It should be noted, that although most of the weapons in this section are quite large, for a small enough ship, even a pulse torpedo launcher or needle beam could be considered a ‘Spinal Mount’.
As a rule of thumb, for a weapon to be considered a Spinal Mount, it should follow at least some of the following criteria:
- A Spinal Mount Weapon should occupy at least 10%, and preferably 20% or more, of the MASS of the ship.
- A Spinal Mount Weapon should predominantly face forward, preferably it should only fire into the fore (F) arc, more preferably, it should be a Fixed Mount in the straight ahead position. Technically, you could have a Spinal Mount fixed to fire straight aft as well, but that is rather rare.
- The Spinal Mount Weapon should be the most powerful weapon on the ship, or among the most powerful.
Could be nice for fighters to have an explosive weapon. Would be useful against destroyers, like the coil mortar
Could be nice for fighters to have an explosive weapon. Would be useful against destroyers, like the coil mortar
BubbleGun
Phasers slow charge
Flux is explosive too but its DPS is way to small to count.
Could be nice for fighters to have an explosive weapon. Would be useful against destroyers, like the coil mortar
BubbleGun
You’d be surprised how effective a bubble wolf-m is against destroyers. Pair with firestorm missiles and a competent team for best results.
Since this is a MAC gun and such weapons require massive amounts of power to operate why not make this weapon similar to how engi modules work.
Low rate of fire (30 rpm) high alpha damage, long range weapon. Tapping the mouse button fires normally, while holding the button drains all energy increasing damage, critical chance and projectile speed proportionally to the amount of energy used. Maximum 10% damage boost, 50% critical, and 33% proj speed given from a full 1000 energy capacitor. The less energy used the smaller the boost.
If you think about it this mechanic makes sense for this type of weapon. Definitely more of a skill shot weapon. Its near impossible to fire off two fully charged shots as no ship can regen 1k energy that quick too so it also has its weaknesses.
For me the weapon seems quite strange.
Extrem Alpha damage. Not even compensated with its RoF.
Extrem high Projectile speed. Nearly nothing can escape within its range.
Extrem high range.
Explosives. Make it extrem against frigates and destroyer.
>>Its near impossible to fire off two fully charged shots as no ship can regen 1k energy that quick too so it also has its weaknesses.<<
Have an engie with the energy-module and you have those 1k energy back in 1s.
Or the energy-implant.
Normally such acceleration behavior can’t be done with cartridges full of explosives, as they would be way to big to accelerate a) so fast and b) in such a short time.
To the CD: I’m quite unsure how I should guess about that. Can it shoot without energy or is it needed?
For me the weapon seems quite strange.
Extrem Alpha damage. Not even compensated with its RoF.
Extrem high Projectile speed. Nearly nothing can escape within its range.
Extrem high range.
Explosives. Make it extrem against frigates and destroyer.
>>Its near impossible to fire off two fully charged shots as no ship can regen 1k energy that quick too so it also has its weaknesses.<<
Have an engie with the energy-module and you have those 1k energy back in 1s.
Or the energy-implant.
Normally such acceleration behavior can’t be done with cartridges full of explosives, as they would be way to big to accelerate a) so fast and b) in such a short time.
To the CD: I’m quite unsure how I should guess about that. Can it shoot without energy or is it needed?
A gauss cannon is much more effective against small targets than this weapon, because it has much higher fire rate and damage. You have to consider that interceptors have a big reduction in Explosive damage (33%), and also most of the people specialize for high resistances. This is supposed to be a more all-around weapon, which is good against all ship but not excellent. Imo, it fills the gap between the Gauss and the Singularity.

(Model made by me using Blender, because I’ve nothing to do.) Yeah I know it’s ugly
Name: Magnetic Accelerator Cannon (MAC)
Class: Fighter (Maybe gunship only)
Damage: 4000 kinetic (Explosive damage)
Rate of fire: 30 shots/minute
Projectile speed: 7.500 m/s
Range: 3700 m
Crit chance: 7%
Crit bonus: 60%
Spread: 0.1->0.6
Full overheat/cooling: 6s/3s
Description: A weapon that accelerates explosive rounds to incredible speeds. It sacrifices rate of fire for projectile speed. The weapon fires after charging for 2 seconds. You cannot abort the charge up. Using modules that increase rate of fire reduces the charge time. Like Positron and Gauss cannon, you cannot hold down the left mouse to fire continuously, you have to manually charge each shot. On impact, the remaining magnetic force of the bullet passes to the enemy ship, dealing 1000 EM damage over 3 seconds (that means about 330 EM damage/second)
I think it would be a very interesting weapon to use and experiment with. Maybe it should be gunship specific, since it still doesn’t have a unique weapon.
Let me know what you think, every critique is welcome.
That would be an explosive kinetic weapon more powerful than the Coil Mortal (frigate class) and with raw specs like the Assault Railgun (fighter class) but with explosive damage. Plus its Shield breaking power of 330 dmh/sec. EM its would be a destroyer killer gun for gunships against slow moving shielded ships like destroyers with the range of a frigate class weapon, that outperforms double or triple the power of the frigate class Coil Mortar, because it is a combined damage weapon for gunships (with Overdrive spec. module).
Ok, I’ll probably reduce the damage and add the “Charging” effect suggested by Java
So, no response?
I summon CinnamonFake to give his opinion.
Here’s a little help for ya:
These stats are for an unequipped weapon. I changed the class to T5 destroyer since they will need a new weapon when they’re released and this is more of a capital gun anyways. It wouldn’t make sense to put it on fighters and most frigates already have their own unique weapons for each class. 6400 base damage when firing all 8 guns broadside and 3200 DPS.
Name: Magnetic Accelerator Cannon (MAC)
Class: R14 Destroyer
Damage: 800 kinetic
Explosion Radius: 150m/300m charged
Rate of fire: 30 shots/minute
Projectile speed: 6000 m/s
Range: 5200 m
Crit chance: 20%
Crit bonus: 50%
Spread: 0.2
Overheat/cooling: 8s/3s
Tooltip: Long Range suppressor weapon with explosive projectiles. Capable of accumulating charge over 4 seconds. Charging the weapon increases damage, critical chance, and projectile speed. Charges more proportionally with energy used.
Maximum of 10% damage boost, 50% critical chance, and 33% Projectile speed when 2000 energy is used to charge the weapon.
I summon CinnamonFake to give his opinion.
I can’t say for sure about possibillity of implementing charging feature, due to same issues like with Koro’s “Ghost mode” for shields. But without this idea looses it’s originality. We have plans for adding new weapons in Autumn, will see about that)
I can’t say for sure about possibillity of implementing charging feature, due to same issues like with Koro’s “Ghost mode” for shields. But without this idea looses it’s originality. We have plans for adding new weapons in Autumn, will see about that)
Thanks anyway for considering it ;)