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Cannons: Difference between revisions

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== Types of Projectiles ==
== Types of Projectiles ==


''Cobblestone'' – Cannonball (OR Shrapnel if fired from Rusty Carronade Cannon)
''Cobblestone'' – Basic Cannonball


The Cobblestone cannonball has a velocity of 3, penetration of 1, Fires 1 cannonball, spread of 1, Explosion power of 2 (Creeper is 3), with a fuse of 1 second, Direct hit Damage of 10, If a player is next to an explosion 5 damage, Potion range of 5, Potion duration of 7, Potion amplifier of 1, Potion Effects harm & slow.
The Cobblestone cannonball has a velocity of 3, penetration of 1, Fires 1 cannonball, spread of 1, Explosion power of 2 (Creeper is 3), with a fuse of 1 second, Direct hit Damage of 10, If a player is next to an explosion 5 damage, Potion range of 5, Potion duration of 7, Potion amplifier of 1, Potion Effects harm & slow.


''Diamond'' – Hardened Cannonball, Blasts through Obsidian -Ideal for Obsidian armored ships, though rare, there is a chance you can encounter them, especially the [[BE]]'s large obsidian-clad dreadnoughts, though (personally) I've never seen them operational as the price to construct a ship of that demeanor must be huge. 
''Diamond'' – Hardened Cannonball -Can penetrate 1 blocks; On Explosion will explode firworks, and a chance to spawn 1-3 neutral Iron Golems, Fireworks can ricochet back off the wall you hit too! This WILL work firing into protected claims! Flush out that pirate!


''Melon Seeds'' – Canister Shot -Ideally anti-infantry, this can be used to clear fortifications and ship decks of personnel, or suppress them behind cover, ideally good with mortars against ships, as it is a vertical drop on the enemy ship, and the spread must be pretty large. There is no explosive terrain damage, though there may be some 'area-damage' if your standing nearby an impact of one of them. The projectile is a snowball.
''Melon Seeds'' – Canister Shot -Ideally anti-infantry, this can be used to clear fortifications and ship decks of personnel, or suppress them behind cover, ideally good with mortars against ships, as it is a vertical drop on the enemy ship, and the spread must be pretty large. There is no explosive terrain damage, though there may be some 'area-damage' if your standing nearby an impact of one of them.


''TNT'' – Cluster bomb -Nerfed from its original 'small nuclear warhead'-like strength, is now a lot less. Though it is still dangerous as it will tear through ship armor and hulls, and could cause it to sink. Also good against enemy personnel due to its great damage.
''TNT'' – Cluster bomb -Nerfed from its original 'small nuclear warhead'-like strength, is now a lot less. Though it is still dangerous as it will tear through ship armor and hulls, and could cause it to sink. Also good against enemy personnel due to its great damage.
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''Firework'' – Incendiary -Slightly nerfed, was used (don't know if still is) as a sort of bunker breaker, as it's explosive damage could travel through walls if players didn't properly claim their bases or armor them appropriately. Very dazzling.  
''Firework'' – Incendiary -Slightly nerfed, was used (don't know if still is) as a sort of bunker breaker, as it's explosive damage could travel through walls if players didn't properly claim their bases or armor them appropriately. Very dazzling.  


''Enderpearl'' - Teleportation
''Enderpearl'' – Teleportation -This projectile will fire YOU to where the Ender pearl projectile lands! Scale bases, launch yourself across the map! This also works into Claims! Note: these only work in 3-Long Iron cannons.
 
''Ink Sack'' – Blinding Shot Projectile -Fire an ink sack from a 3 Long coal cannon to blind your enemies.
 
''Zombie Head'' – Rotting Corpse Projectile -Fire a zombie head from a 3 Long coal cannon to poison your enemies.
 
''Skeleton Head'' – Weakness Shot Projectile -Fire a skeleton head from a 3 long coal cannon to weaken your enemies.
 
''Charcoal'' – Smoke Bomb -Fire charcoal from a 3 Long coal cannon to leave a large smoke bomb to obscure vision!


== Loading, firing and aiming ==
== Loading, firing and aiming ==
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