It's been noted that there is a significant gap--the lack of piercing heavy weapons-- that needs to be addressed. While I don't know if muse is planning on implementing one soon, I figure I'd put all my ideas on one place and see what I can come up with. The aim is to have these weapons be unique in and of themselves, be fun to shoot, as well as be fun to play against. I'll probably do another one of these threads for long-range piercing weapons when i get the chance. Anyways, here goes:
Zeus Kinetic Silver Cannon
Max range with standard ammo: medium
Optimal range for standard ammo: close
Primary Damage: Piercing (medium)
Secondary Damage: Piercing (high)
Projectile speed: medium.
Projectile arc: a low arc, perhaps even lower than the heavy flak.
Turret horizontal arc: Limited
Turret vertical arc: Normal
Gun tracking speed: medium.
Clipsize: 1-2
Reload speed: low-medium.
When fired, the Zeus unleashes one giant slug of kinetic silver capable of shredding through the hull armor. However, after a certain range the projectile will deteriorate, and only deal the weapon's primary damage. In essence, this weapon has a "reverse arming time." As a visual indicator of when this weapon becomes less effective, the projectile will cease to leave a silvery trail when it passes into medium range, and ceases to deal it's secondary damage.
Moros autogun
Max range with standard ammo: short-medium
Optimal range for standard ammo: close
Primary Damage: Piercing (low-medium)
Secondary Damage: Impact (low) (If impact is not possible, then perhaps shatter like the Gatling)
Projectile speed: medium-fast; (Just slower than the light flak), this weapon is not a hitscan weapon
Projectile arc: No arc to the projectiles.
Rate of fire: Medium.
Turret horizontal arc: Normal
Turret vertical arc: Normal
Gun tracking speed: slow.
Clipsize: 15-20
Reload speed: slow.
Spread of projectiles: high.
The Moros fires heavy rounds with a wide spread. Under sustained fire, these projectiles could push an enemy ship around. However, the mass of the projectiles makes the gun track very slowly, so it requires teamwork and a good gunner to land these shots.
Tesla Coil
Max range with standard ammo: short
Optimal range for standard ammo: short
Primary Damage: Piercing (low)
Secondary Damage: Fire (low-medium)
Projectile speed: Hitscan
Spread: Wide (carronade wide)
Rate of fire: Fast. (Gatling fast!)
Turret horizontal arc: Normal
Turret vertical arc: Normal
Gun tracking speed: Normal
Clipsize: medium-large
Reload speed: medium
Spread of projectiles: Very high
When fired, a deluge of static electricity will rake across the enemy's ship, stripping off armor extremely quickly and igniting fires. While it's not too difficult to shoot, it requires a crafty captain to get in close. This gun energizes particularly well with the banshee carousel, and would be great to mount on a goldfish.