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Echidna Light Flak Cannon



Echidna Light Flak Cannon
Echidna
Gun Statistics
Class: Flak
Direct Damage per shot: 25 Explosive
Burst Damage per shot: 55 Explosive
Direct Damage per magazine: 150 Explosive
Burst Damage per magazine: 330 Explosive
Burst Radius: 4 meters
Arming Time: 0.5 seconds
Arming Range: 200 meters
Effective Vs: Hull
Rate of Fire: 2.86 shots/s
Delay between shots: 0.35 seconds
Unload Time: 1.75 seconds
Reload Time: 4 seconds
Magazine Capacity: 6
Projectile Speed: 400 m/s
Range: 1200 meters
Shell Drop: 5 m/s²
Jitter: 0.5 deg
Spread radius at Max Range: 10 meters
Size: Light
Movement and Arcs
Horizontal Angles: 65 deg Left; 65 deg Right
Vertical Angles: 35 deg Up; 35 deg Down
Horizontal Turn: 50 deg/s
Vertical Turn: 50 deg/s
Zoom Level: 2.5x
Additional Info
  • 12.5% chance to apply 1 fire stack on direct hit
  • 7.5% chance to apply 1 fire stack on AoE hit
A smaller Flak Cannon, this gun fires explosive rounds over a medium to long range with medium rate of fire. Arming time of 0.4285, no AoE after 150m.

Wilson's Notes

A medium to long range explosive weapon with a high rate of fire, singularly effective against the hull. The smaller brother of the Typhon Heavy Flak Cannons, this gun fires six shots in rapid succession before reloading.

Common Tactics

The Echidna Light Flak Cannon is primarily and exclusively used for destroying a ship's exposed hull after the armor has been destroyed. Due to the light flak's arming time, it is usually classified as a medium to long range gun.

The Echidna Light Flak Cannon is usually paired up with weapons capable of piercing type damage, to complement it's explosive type damage for a successful kill. Due to the light flak's arming time it is usually paired up with weapons fitting it's medium to long range description. A common combination for this gun is to be paired with a Hades Light Cannon, due to it's piercing and medium to long range capabilities.

One of the most dominant weaknesses of the light flak, is it's arming time. While fired inside arming distance, the light flak will lose a significant portion of it's potency. It is common tactic to move closer to a ship with weapons having arming time to minimize the damage taken. To combat the closing-in enemy, it is possible to load the gun with ammunition types that reduce the arming time, like Greased Rounds, or Heatsink Clip making the gun effective for longer against a charging enemy.

Commonly Used Ammunition

With an arming time of 0.4285 seconds, arming range with default ammunition is 150 meters.

Charged Rounds

  • Slightly increased DPC, make 728 to depleted hull (compare with 672 from normal).
  • Clip size decreased to 5.
  • Arming time Increased to 180 meters.
  • Decrease jitter and increased projectile speed.
  • Lower ROF (1.86 seconds to empty clip compared to 1.74 seconds for Normal Rounds).

Greased Rounds

  • Maximized DPS, low DPC (627 to depleted hull).
  • Clip size increased to 7.
  • Maximum range reduced to 960 meters due speed lower, slightly less comfortable to aim.
  • Arming time reduced to 120 meters.
  • Faster ROF (1.31 seconds to empty clip compared to 1.74 seconds for Normal Rounds), ideal to hit ships with quick armor rebuild.

Update history

2.0.6 Judgement Day Update - October 17 - 2017

  • 0.5 jitter (from 1.25)
  • 400m/s projectile speed (from 350m/s)
  • 0.375s arming time (from 0.4285) -> same arming range (150m)
  • 3s projectile life (from 2.857) -> max range of 1200m (from 1000)
  • 65° horizontal arcs (from 50)

Balance Update - February 28 - 2022

  • Arming range: 200 (from 150)
  • Primary damage: 25 (from 50)
  • Secondary damage: 55 (from 30)
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