Weapons | ‣ Heavy Weapons ‣ Weapon Types ‣ Projectile Weapons ‣ Flaks ‣ Fire-Starting Weapons ‣ Kill Weapons |
‣ Typhon Heavy Flak Cannon Mk. II ‣ ‣ ‣ |
Typhon Heavy Flak Cannon Mk. II | |
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Gun Statistics | |
Class: | Flak |
Direct Damage per shot: | 150 Explosive |
Burst Damage per shot: | 180 Explosive |
Direct Damage per magazine: | 300 Explosive |
Burst Damage per magazine: | 360 Explosive |
Burst Radius: | 7 meters |
Arming Time: | 0.666667 seconds |
Arming Range: | 200 meters |
Effective Vs: | Hull |
Rate of Fire: | 0.8 shots/s |
Delay between shots: | 1.25 seconds |
Unload Time: | 1.25 seconds |
Reload Time: | 4 seconds |
Magazine Capacity: | 2 |
Projectile Speed: | 300 m/s |
Range: | 1680 meters |
Shell Drop: | 6 m/s² |
Jitter: | 0 deg |
Size: | Heavy |
Movement and Arcs | |
Horizontal Angles: | 40 deg Left; 40 deg Right |
Vertical Angles: | 30 deg Up; 40 deg Down |
Horizontal Turn: | 30 deg/s |
Vertical Turn: | 20 deg/s |
Zoom Level: | 2.5x |
Additional Info | |
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“ | Same DPS but packed into 2 shots instead of 4. A medium/long-range cannon that fires explosive projectiles dealing substantial damage with a wide area of effect. Arming time of 0.66667 seconds, no AoE under 200m. | ” |
—Wilson's Notes |
A large, double-barrelled artillery flak type weapon, the Typhon Heavy Flak Cannon Mk. II fires extremely powerful, slow, accurate and long-range explosive shots that wreak havoc on targets. Combined use with the Mercury Field Gun or Hades Light Cannon can cause a hail of unrequited permanent damage from afar.
This weapon has an arming time, which means that after that time, the projectile will 'arm' and inflict the additional Explosive damage. If the projectile hits before the arming time has been reached, it will only deal the Direct Explosive damage.
Common Tactics
The Typhon Heavy Flak Cannon Mk. II is a powerhouse gun. With its massive explosive damage directed to an exposed hull it will literally wreck ships. One direct hit to the hull causes 462 damage while armed, and 210 damage while unarmed. A full clip of Charged Rounds inflicts 1201 damage (with armed, direct hits.) which is enough to kill all ships except the Galleon.
This heavy hull shredding gun is reliant on Piercing support to bring the armor down. It is almost exclusively found on a Spire and Galleon so as to bring support guns (like Mercury, Hades or a Whirlwind Light Gatling Gun) for reaching a quicker armor drop. A Lumberjack Heavy Mortar usually complements the long range setup on a Galleon.
Timing the huge damage burst when the armor breaks is essential for using this gun to its full effectiveness.
The Flak's effectiveness is not only limited by the gunner's skills but it also needs an armor break. Destroying or avoiding hull stripping guns will render this gun relatively useless. Slow projectile speed, necessary timing and shell drop makes the Flak an advanced gun, only for experienced gunners.
Since the Flak Mk. II has an arming range, it is useful to employ ammunition that results in a reduced arming time.
Commonly Used Ammunition
Charged Rounds
- Maximumes DPS and DPC.
- One clip kills every ship excluding the Galleon(1201 damage for two armed shots, 600 for single armedshot).
- Arming range increased to 240 meters.
- Projectile speed increased, what allow hit target more easy.
Lochnagar Shot
- Used to reduce arming range to 80 meters.
- Clip size decreased to 1.
- Does 250 damage to gun per shot (drops gun to 175 health from full).
- One-shots 2/3 of ships (1039 damage for single armed shot). Even unarmed shot can kill fragile ships (472 damage).
Update History
1.4.11 - March 15 - 2017
Original concept of 2 shot heavy flak was reintroduced how Heavy Flak Mk. II, with new visual model of gun. Heavy Flak with 4-shot was renamed as Heavy Flak Mk. I.
Balance Update - February 23 - 2020
Side arcs: 40 (from 30)
21.05.2021 update
- Velocity: 300m/s (from 240)
- Arming range: 200m (from 300)
- Reload time: 4s (from 5)