Weapons Light Weapons
Weapon Types ‣ Projectile Weapons ‣ Flaks
Fire-Starting Weapons
Kill Weapons
Echidna Light Flak Cannon

Echidna Light Flak Cannon Specs
Gun Statistics
Class: Flak
Direct Damage: 50 Explosive
Burst Damage: 30 Explosive
Burst Radius: 4 meters
Arming Time: 0.375 seconds
Arming Range: 150 meters
Effective Vs: Hull
Rate of Fire: 2.86 bullets/s
Reload Time: 4 seconds
Magazine Size: 6
Projectile Speed: 400 m/s
Range: 1200 meters
Shell Drop: 5 m/s²
Jitter: 0.5 deg
Spread 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
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 Edit

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 Edit

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

Charged Rounds Edit

  • 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.

Greased Rounds Edit

  • 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.
  • Fast ROF (1.31 seconds to empty clip compared to 3.5 seconds for Extended Magazine and 2.1 seconds for Normal Rounds), ideal to hit ships with quick armor rebuild.

Extended Magazine Edit

  • Maximized DPC, make 857 to depleted hull, what allow destroy most type of ship from one clip.
  • Clip size increased to 9.
  • Slightly reduced ROF.

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Weapon Types
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Aten Laser Mk. SWhirlwind Light Gatling GunMinotaur Heavy Cannon

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