|“||The EMP Cannon developed by Federation Labs. Designed to disrupt enemy electronics systems. Also inflicts considerable hull damage.||„|
|Level 1||Level 2||Level 3|
|Icon||Abbreviation||Size||Power Consumption||Stat Enhancement||AI Category|
|Volley||System Damage||Shield Damage||Direct Hull Damage||EMP Length||Projectile Speed||Projectile Delay|
|Level||Reload Time||Ammo||Upgrade||Ship Level Required|
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.
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 for the EMP Cannon is relatively straightforward. The AI should target a room the player finds a hassle to deal with. A second room should also be targetted if the first targetted room isn't very common. This is to avoid the EMP Cannon idling when the target room isn't present on the enemy's ship.
The EMP Cannon is buffed with the Weapon stat on crew. The reload reduction formula applied when the EMP Cannon is buffed can be found here.