Interesting. Two of them on a Galleon could take out armor then kill. Long reloads tend to get tedious, though.
I like the overall concept, though with that massive an arming time, damage and projectile speeds need to be upgraded pretty severely. I remember Richard had something he was working on, the Atlas, that was supposed to fill a similar role.
Perhaps make yours more of a gun, rather than a howitzer? More of a flat trajectory and high-velocity, with significant damage and a longer reload?
Yeah, I'm thinking that may make it a bit more approachable. I don't want to up the damage anymore because having a weapon that is ALWAYS a 1-shot isn't terribly fun to play AGAINST.
Yeah, I took the feedback and had a think on how to make the reloads a bit more bearable and make the gun a bit more fun.
Jupiter Heavy Gun Heavy Weapon
Clip Size: 2
Reload Time: ~18 seconds*
Primary Damage: Explosive
Secondary Damage: Piercing.
Projectile type: Projectile.
Damage: 300HP (Primary), 300HP (Secondary)
Arcs: Narrow
Gun Turn Speed: Slow.
Projectile speed: Fast (Between a light flak and a mercury field gun)
Range: Very Long
*Upon firing, the Gun will
gain eight stacks of fire if not loaded with heatsink ammo.
The idea is to allow it a shorter reload for less tedium and not spike the damage too high, but still require a limiting mechanism that requires teamwork to use. The gunner will have to coordinate with the engineer to shoot at the maxium fire rate, and the engineer will have to make sure to extinguish the weapon when the clip empties. Of course, this gun still has a lot of options, as loch ammo is an option if captians want a burst-y shot, but that will eat into the total clip damage an ammo like heatsink may provide.