Forts
[UNSUPPORTED] Tons of Cannons
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Update: 25 Feb, 2021 @ 4:53am

Update 6.51:

- Removed experimental effect

Update: 25 Feb, 2021 @ 4:45am

Update 6.5:

- Reduced the penetration on the Implosion Cannons

- Added new custom HUD Icons for the Heavy Cannons, and changed the Normal Cannon Icons so that they are accurate to the colour of the Cannons

- Added penetrate effects to the Implosion Cannons and their fragments

Update: 24 Feb, 2021 @ 11:25am

Update 6.46:

- Updated the mod thumbnail to one much better.

Update: 24 Feb, 2021 @ 9:51am

Update 6.45:

- Made all the heavy cannons have the same design as the new plasma cannon design.

- Nerfed HE cannons

Update: 23 Feb, 2021 @ 4:57am

Update 6.4:

- Re-added the Plasma Cannons. They are reworked so as to still be somewhat effective if not used correctly, but like they did when first implemented, they can easily destroy Adamantium from Well Defended.

- Created a brand-new and improved Heavy Cannon design from scratch. This is visible on the Heavy Plasma Cannon. It is yet to receive a reload animation.

- Added Ultra variants for the Flak and Shotgun Cannons.

- Fixed the expire effects for when certain Cannons are lit by Firebeams, and added support to the new projectiles.

Update: 17 Feb, 2021 @ 12:31pm

Update 6.28:

- Fixed the Facility HUD Icon
- Added some new custom explosion effects to some of the Cannons
- Some balancing

Update: 16 Feb, 2021 @ 2:54pm

Update 6.26:

- Nerfed the Corrosion Cannons (armour is way more resistant to them now, and they travel less distance)
- Buffed the Ultra EMP + Incendiary Cannons (+50% direct damage)
- Nerfed the Ultra HE + Shockwave Cannons (HE - 50% splash radius, Shockwave moderate reduction in impact force)
- Buffed Heavy Shield Cannons (shield duration doubled to 20 seconds)
- Increased beam effectiveness vs Shield Cannons (Lasers now rip through them, and Firebeams now penetrate the shields)
- Changed every HUD Icon bar the Facility icon (to be done, I missed it) so that they match the vanilla Icons and no longer look out of place
- Upgraded the mod material sprites to .tgas (were .pngs, so the transparency was off)
- Added custom destroy effects for each mod material
- Added correct node bounce effects for each mod material
- Made Shield Cannons also penetrate Kinetic Armour, so that you can deploy them with it in the way
- Fixed the shell conveyor animation on the Facility (was at 50% size for some reason)

Update: 16 Feb, 2021 @ 5:43am

Update 6.2:

- Re-added the Crazy Cannon! (now named Random Cannon) Also a Heavy variant was introduced.
- Renamed the Impact Cannon to the Shockwave Cannon.

Update: 15 Feb, 2021 @ 12:51pm

Update 6.1:

- Added the 5th Ultra Cannon: the Ultra Incendiary Cannon. Everything is on fire!
- Changed the Incendiary Cannons so that they ignite fires even when hitting armour; they were a little weak.
- Tweaked the Corrosion Cannons; the trail effect looks better and the projectiles behave as they should now. (they were expiring too soon)

Update: 15 Feb, 2021 @ 9:52am

Update 6.0:

- Added another new cannon, for a total of 16: The Corrosion Cannon. This Cannon is similar to the Implosion Cannon, but the projectile creates a few pieces of shrapnel which slowly move through the air, dealing quite a lot of damage before they fizzle out. It is very effective against densely packed defence, especially armour, but the projectiles don't travel very far after explosion so it is ineffective against spaced / ablative defence. It is also ineffective vs shields, portals and sandbags.

- Removed emp effect on destruction of the Ultra Impact Cannon
- Buffed the Ultra AP Cannon, normal + Heavy Impact Cannons
- Increased damage to Shield Cannon shields by firebeams and plasma lasers
- Made some of the Cannon's Decals easier to make out
- Updated the normal cannon custom detail panels