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Overview[ | ]

There are a variety of fuses you can use on CRAM cannons and APS cannons. The way the fuses work are the same for both systems, but the way they are added onto the system is different from CRAM and APS.

Cram cannons use a CRAM fusing box to set up fuses. Each fuse added lowers the original health of the projectile by 10% (ie, 90%, 80%, 70%, etc.). Without a fuse, CRAM cannon projectiles will be purely impact fuses.

APS cannons use fuses as one of the shell components. Each fuse added lowers the original health of the projectile by 35%. Without a fuse, APS cannon projectiles will be purely impact fuses.

Fuse types[ | ]

Altitude[ | ]

This fuse is triggered when the shell is above (high altitude fuse) or below (low altitude fuse) the specified altitude. This appears to be only checked every frame. When connected to a laser targeter this fuse can be set dynamically.

Time from launch[ | ]

This fuse is triggered after the specified time has passed since firing. This appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing). When connected to a laser targeter this fuse can be set dynamically.

Inertial[ | ]

This fuse is triggered on any instantaneous angle change exceeding the specified angle. These include:

  • Reflections or disruptions from shields
  • Richochets
  • Skimming off the surface of water

Penetration depth[ | ]

This fuse is triggered after the shell has passed through the specified amount of blocks. Note that empty space is not counted towards the depth. *For APS only, a pen depth fuse increases projectile speed by 10%.

Time from first impact[ | ]

This fuse is triggered after the specified time has passed since the first impact. The timer appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing).

The following count as impacts for purposes of this fuse:

  • Hitting a block, whether the shell ricochets or not.

The following do not count:

  • Hitting a shield, whether the shell is affected by the shield or not.
  • Hitting the water, whether the shell skims or not.
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