Level 1 | Level 2 | Level 3 |
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 | Power Consumption | Stat Enhancement | AI Category |
---|---|---|---|---|---|
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 |
Cost |
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 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: Mineral Mining Laser • Bolter • Kias Phaser • K Blaster • Minigun • Photon Phaser • Plasma Discharger • Particle Discharger • Laser Blaster • Railgun • Photon Disruptor • EMP Cannon • Ion Cannon
Consumable/Platform Rooms: Missile Launcher • Multi Missile Launcher • Hangar • Teleport • Small Weapons Platform • Medium Weapons Platform
Defends Via Damage: Anti Craft Laser • Security Gate • Small Gas Trap • Zaki Tentacle Garden • Disintegrator Gate
Defends Via Support: Shield Generator • Shield Battery • Med Bay • Toilet • Flower Gardens • Android Studio • Visiri Mechbay • Zongzi Factory • Radar
Defends Via Dodge: Engine • Fusion Drive Engine • Cloak Generator
Supports Via Healing: Med Bay • Toilet • Flower Gardens
Reactors: Small Reactor • Fusion Reactor • Coal Reactor • Power Capacitor • Large Reactor • Backup Capacitor