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Advanced Cannon
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=== Modules === Each module is a cylinder with diameter specified by the shell diameter <math>d</math> in '''metres''', and length equal to the diameter. The volume of a cartridge is then <math>V = \frac{1}{4} \pi n d^3</math> Likewise, let <math>V_s</math> be the volume of the shell (projectile) only. {|class = "wikitable sortable" ! Category !! Module !! Speed modifier !! AP modifier !! Kinetic damage modifier !! Maximum length (mm) !! Detectability Factor ! Description |- | Casing || Railgun Casing || 1 || 1 || 1 || || 1 | Increases velocity from railgun charge by 50%. Additional railgun casings past the first are each 90% as effective as the last. |- | Casing || Gunpowder Casing || 1 || 1 || 1 || || 1 | Determines muzzle velocity. More casings mean higher velocity. Also increases cooldown. |- | Shell Rear Only || Graviton Ram || 1 || 1 || 1 || || 1 | Uses the shell's recoil to inflict a pushing force on the target it hits. Speed of the shell is also a factor in how much the target gets knocked back. |- | Shell Rear Only || Base Bleeder || +0.15 || 1 || 1 || 100 || 1.1 | Increases Speed modifier by 0.15 but multiplies the inaccuracy by 1.35 |- | Shell Rear Only || Supercavitation Base || 1 || 1 || 1 || 100 || 1 | Removes water drag entirely, as well as the chance to bounce off the water's surface. Reduces [[Damage#EMP_Damage|EMP damage]], [[Damage#Explosive_Damage|explosive]]/flak damage and radius, and frag count to 75%. Useful when trying to take out submarines, or adding guns to a submarine. |- | Shell Rear Only || Visible Tracer || 1 || 1 || 1 || 100 || 1.5 | Improves accuracy by a factor of 2 for a few seconds after firing. Bonus reduced if shell-velocity differs. |- | Shell Middle || Frag Warhead Body || 1 || 0.1 || 1 || || 1 | Creates a cloud of shrapnel on detonation. Multiplies shell health by 0.5 |- | Shell Middle || Solid Warhead Body || 1.1 || 1 || 1 || || 1 | No special effects, most useful for [[Damage#Kinetic_Damage|kinetic shells]] |- | Shell Middle || Sabot Warhead Body || 1.1 || 1.4 || 0.8 || || 1 | Increases AP and decreases KD. Reduces [[Damage#EMP_Damage|EMP damage]], [[Damage#Explosive_Damage|explosive]]/flak damage and radius, and frag count to 25%. |- | Shell Middle || HE Warhead Body || 1 || 0.1 || 1 || || 1 | Deals [[Damage#Explosive_Damage|explosive damage]]. Multiplies shell health by 0.5. |- | Shell Middle || Grav. Compensator || 1 || 1 || 1 || 100 || 1 | Shell is always affected by at least its starting gravity. This lets the shell take the aimed trajectory when firing into orbit. Also doubles time before drag sets in, making high-angle guns more viable. |- | Shell Middle || Flak Warhead || 1 || 0.1 || 1 || || 1 | Deals less explosive damage than the HE warhead body, but in a larger radius. Shell health is multiplied by 0.5. |- | Shell Middle || Smoke Warhead || 1 || 0.1 || 1 || || 1 | Creates smoke on hit, provided the shell is at least 200mm in diameter. Smoke follows vehicles if the shell impacted on the vehicle. Useful to silence enemy LAMS or lasers. Multiplies shell health by 0.5. |- | Shell Middle || Inertial Fuse || 1 || 1 || 1 || 100 || 1 | Detonates when deflected by a surface (material, shield, water). Deflection angle to trigger can be set. |- | Shell Middle || Proximity Fuse || 1 || 1 || 1 || 100 || 1 | Detonates the shell at a set distance. Only checks directly in front of the shell β usually not a good choice. '''This module has been removed from the game.''' |- | Shell Middle || EMP Warhead || 1 || 0.1 || 1 || || 1 | Deals [[Damage#EMP_Damage|EMP damage]]. Multiplies shell health by 0.5. |- | Shell Middle || Stabiliser Fin Body || 1 || 0.95 || 1 || 300 || 1 | Multiplies inaccuracy by 0.2 each. Slows down the shell. |- | Shell Middle || Altitude Fuse || 1 || 1 || 1 || 100 || 1 | Detonates at a set altitude. Can be set automatically when using a [[Laser Targeter (APS)]]. |- | Shell Middle || Timed Fuse || 1 || 1 || 1 || 100 || 1 | Detonates at a set time after firing. Can be set automatically when using a [[Laser Targeter (APS)]]. |- | Shell Middle || Penetration Depth Fuse || 1 || 1 || 1 || 100 || 1 | Detonates at a set time or depth after first impact. Depth only counts blocks (air does not count). |- | Shell Middle || Emergency Ejection Fuse || 1 || 1 || 1 || 100 || 1 | Prevents detonation if the shell is ejected. Needs an ejector on the loader to work. |- | Shell Middle || Shaped Charge Secondary || 1 || 0.1 || 1 || || 1 | Uses all HE modules behind it as a second shaped charge warhead. Allows penetration of [[ERA]]. Multiplies shell health by 0.5. |- | Shell Nose Only || HE Head || 1.45 || 1 || 1.2 || || 1 | A HE warhead with better stats for the nose of the shell. Multiplies shell health by 0.9. |- | Shell Nose Only || Disruptor Conduit || 1.6 || 1 || 1 || || 1 | [[Shield]]-killer. Reduces EMP to 25%. Needs 125 listed EMP per shield strength to kill the shield in one hit (i.e. 1250 for a max-strength shield). Reduces strength of all payloads to 50%. Changes shell health by a factor of 0.9. |- | Shell Nose Only || Squash Head || 1.6 || 0.1 || 0.1 || || 1 | Turns the shell into HESH, using all the HE just behind the head. Shell health changed by a factor of 0.9. |- | Shell Nose Only || Frag Head || 1.45 || 1 || 1.2 || || 1 | A frag warhead with better stats for the nose of the shell. Changes shell health by a factor of 0.9. |- | Shell Nose Only || EMP Head || 1.45 || 1 || 1.2 || || 1 | An EMP warhead with better stats for the nose of the shell. Changes shell health by a factor of 0.9. |- | Shell Nose Only || Heavy Head (earlier AP Capped Head) || 1.45 || 1 || 1.75 || || 1 | The standard head for most kinetic shells. Provides moderate AP with high kinetic damage. |- | Shell Nose Only || Armor Piercing Head (earlier Composite Head) || 1.6 || 1.65 || 1 || || 1 | Increased muzzle velocity and AP compared to the Heavy Head but decreased kinetic damage. |- | Shell Nose Only || Skimmer Tip || 1.6 || 1.4 || 1 || || 1 | Doubles maximum angle of incidence at which the shell bounces off water. Guaranteed to bounce off the water if within the incidence angle. Highest speed-modifier amongst all non-sabot modules. |- | Shell Nose Only || Flak Head || 1.45 || 0.1 || 1 || || 1 | A Flak warhead with better stats for the nose of the shell. Changes shell health by a factor of 0.9. |- | Shell Nose Only || Sabot Head || 1.6 || 2.5 || 0.85 || || 1 | Reduces [[Damage#EMP_Damage|EMP damage]], [[Damage#Explosive_Damage|explosive]]/flak damage and radius, and frag count to 25%. Has the highest AP and speed of any module however. Changes shell health by a factor of 0.9. |- | Shell Nose Only || Shaped Charge Head || 1.6 || 0.1 || 0.1 || || 1 | Uses all HE modules behind it to blast a stream of superheated copper into the target, creating HEAT damage. Changes shell health by a factor of 0.9. |- | Shell Nose Only || Hollow Point Head || 1.45 || 1.2 || 1 || || 1 | Spreads all kinetic damage laterally as [[Damage#Thump_Damage|thump damage]]. |}
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