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EMPCannon3
"The EMP Cannon developed by Federation Labs. Designed to disrupt enemy electronics systems. Also inflicts considerable hull damage."

EMPCannon1
EMPCannon2
EMPCannon3
Level 1 Level 2 Level 3

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 0 0 0 0 0 0 0 1 1
Icon Abbreviation Size PowerPowerIcon Consumption Stat Enhancement AI Category
EMPCannonIcon EMP 4x2 0-5 WeaponFile:WeaponIcon.png Cannon
Volley System Damage Shield Damage Direct Hull Damage EMP Length Projectile Speed Projectile Delay
3 0.3 0.7 0.2 8s Instant 0.5s
Level Reload Time Ammo Upgrade Ship Level Required
Capacity Unit Price
central
Cost
central
Time
1 8.75s 45 100 1M 1w 10
2 8.5s 60 130 1.5M 1w 2d 10
3 8.25s 75 150 2M 1w 4d 11

Summary

The EMP Cannon is a 4x2 weapon room unlocked at level 10. It's the most reliable way of inflicting EMP to rooms because unlike the EMP Missile, the EMP Cannon's charges cannot be dodged with an Engine. Like the Plasma Discharger, the EMP Cannon requires Gas Gas fueled ammo to fire.

Usage

In Combat

The EMP Cannon is quite powerful and rather expensive power wise. Its high power consumption makes it rather hard to destroy, making 1-2 Armor blocks sufficient for protection. The EMP Cannon's charges can inflict nearly 10s worth of EMP, along with some other damage. This allows the EMP Cannon to stunlock rooms quite effectively. Additionally, make sure to refill its ammo after every fight.

When To Use

The EMP Cannon is the staple of level 10 ships, with little reason not to use it in most strategies. The EMP Cannon has the potential to lock down rooms like the Teleport, Shield Generator, and Hangar for the entire game if it's not disturbed. Its high space and power requirement may be hard to deal with, but its combat potential is immeasurable.

AI

AI for rooms like the EMP Cannon can get rather complicated due to its importance and high power consumption. Due to the lack of available power in the later levels, having power efficient AI in a high power consuming room like the EMP Cannon is important. The below AI command requires all other rooms to have Increase Power By 1 to work. Basically, it soaks up any power lost when the enemy attacks a room but redistributes it every time a friendly room falls below 50% health. Since this will happen quite often, it'll help equally distribute power when it's needed.


Friendly Room HP < 50% -> Set Power To 1

None -> Increase Power By 1


Crew Interactions

The EMP Cannon is buffed with the Weapon File:WeaponIcon.png stat on Crew. The reload reduction formula applied when the EMP Cannon is buffed can be found here.

Gallery


Powered Rooms


Weapon Rooms

Weapon Rooms: Mineral Mining LaserBolterKias PhaserK BlasterMinigunPhoton PhaserPlasma DischargerParticle DischargerLaser BlasterRailgunPhoton DisruptorEMP CannonIon Cannon

Consumable/Platform Rooms: Missile LauncherMulti Missile LauncherHangarTeleportSmall Weapons PlatformMedium Weapons Platform


Defense Rooms

Defends Via Damage: Anti Craft LaserSecurity GateSmall Gas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletFlower GardensAndroid StudioVisiri MechbayZongzi FactoryRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Support Rooms

Supports Via Healing: Med BayToiletFlower Gardens

Reactors: Small ReactorFusion ReactorCoal ReactorPower CapacitorLarge ReactorBackup Capacitor


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