Custom Cannons Resurfaced

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Author: Legionite

Last revision: 3 Oct, 2024 at 02:49 UTC

File size: 15.32 MB

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Description:

Custom Cannons return from the depths! Do not expect them to fight lightly!

Just like old times

Actually not really so much, Neter has evolved, and they were too late to the scene…

So to boot, Custom Cannons have seen drastic changes with the game and have adapted to better suit it.
Armor has been significantly buffed since their time, so Custom Cannons may struggle when used normally.
They should never fire slow like CRAMs because they never fired slow to begin with.

They want to fire F A S T!
Most of the damage Custom Cannons deal is with sheer volume of fire
They are not ammo-economical by any means, so expect to require more ammo than CRAMs.

CRAM Converter

Convert existing CRAM designs to Custom Cannons. This can be used on old builds that were deprecated when CRAMs replaced Custom Cannons!
You can convert CRAMs to Custom Cannons in the CRAM UI.
This can be reversed through the Custom Cannon UI.

Gatling Mode

To evolve, Custom Cannons have gained multiple barrels like the APS, BUT
Unlike APS, where each barrel fires independently, Custom Cannons spool up using engine power!
With this they can reach impressively high volumes of fire!
This comes at the cost of some ammo efficiency and lowers the maximum gauge.

Steam Assist

While railguns work fine with APS, and CRAMs are too heavy to launch any faster,
Custom Cannons rely on copious steam pressure to be launched at higher velocities.
This is VERY costly.

This outrageous development is clearly out-lash due to the swift evolution of their mortal enemy, the Flying Squirrels

Calamity CRAM

You can pack Custom Cannon shells into CRAM shells using the Custom Cannon Deployer and the CRAM Rammer [WIP]

Balance?

This is where things fall apart!
I happen to have a copy of the last version Custom Cannons were present in, so I used that as a main reference. The problem is many of the changes since then have drastically impacted the way they act with the world.

Biggest of all the changes is the removal of Fleet Bonuses.
Back in Robbaz’s Ragnarok video, the ship appears to rip through everything in it’s way. I know that Robbaz was using fleet bonuses, but that is no longer present in vanilla FTD anymore. I have re-created the classic Ragnarok with Custom Cannons with a slightly more optimized setup and still wasn’t able to replicate the absolute destruction.

Projectiles from the old Custom Cannons appeared to have dealt splash impact damage as well, which isn’t present in Resurfaced (for balance, laziness & performance reasons)