It works but as demonstrated it's a bit of a lucky dip so you may need several tries to get the preferred result. One run will be enough for some sort of pulsing but amazing pulsing may or may not happen first time.
😮 i like this build! I tinkered around for a while with this ( honestly just trying to replicate your pulse laser) i accidently ended up with really good pulse cannons! These are awesome! I always got sway in most builds (ground or air) but these dont cause much sway at all
@@eungeran07 It's weird, when I was making this video I did the 3 attempts I showed and got the shown results - the cannons were always rubbish. When I was making the hover tank videos I did the process once (per video) and the cannons came out great both times on the first try, even better the second time so that's "favourited" now. It comes out great every autobuild!
@KingX nice! I guess that's all it takes is a little bit of tinkering, and that's the one thing I wish they'd expand if they aren't making DLC. At least expand our favorite slots. I've deleted so many things I spent hrs building lol
Yep, I've been using an effective configuration in all my more recent pulsing videos and that was done with this technique. I've learned a better one though so need to update it at some point.
I might have an answer as to why the first attempt on the cannon doesn't always pulse. I think build vs. autobuild might make a difference. I'm installing some video editing software so I can edit together my TOTK switch captures (I don't have a capture card). I'll put up a video when I edit together a video.
It's hypothesized having a stabilizer and trying in different spots might help. I did since get a build with better cannon pulses. It would still misfire half the time but there was more pulsing and the lasers were also excellent.
@@KingX I got it edited together. ua-cam.com/video/mrPlHRipRf0/v-deo.html (unlisted) It's my personal theory that it's all about the gap distance between the 2 heads and how/when the 2 will "see" the mob. Hence a stabilizer and different spots will help due to the change in range of view by the height of the stabilizer or change in position. Don't know if this is actually true, would like to do more testing. But I've got other things to do that's more pressing. [unfortunately] Speaking of which. You'll notice the second control head in that video being mounted 90 degrees. This isn't some explicit theory calculation or whatever. I just needed a pulsing cannon head configuration that was mounted to the side of my preferred vehicle. It worked surprisingly well so I've kind of just kept using it. I have no idea why it work as well as it does.
I dunno if it's any help, but maybe it's just a distance thing? I was kinda having the same issue while testing (better pulse laser at close range, better cannon pulse at longer range) I slapped 2 upside down on the bottom of an air vehicle and took it for a spin, the cannons went nuts, could barely see what was happening with all the explosions lol. Honestly just comprised with ok lasers but really good cannons. Thanks for the vid BTW I've been looking for a good turret build and don't really want to mess around with bees
@@eungeran07 Every pulsing anything has it's preferred distance, that's for sure. But DEFINITELY DON'T USE THE CANNON BUILD IN THE VIDEO I POSTED. The point of that video was to show that a pulsing cannon build can stop working once you rebuild it. For my video, I've tested it short AND long distance and it no longer pulses after rebuild. I have actually come up with a better pulsing cannon build that, ironically, REQUIRES it to be auto built once but doesn't work on initial builds. It performs just as well as the video I posted above (with my unscientific testing. Which is counting how many times it fires per an unit of time. I'll reply here again when I post that (unlisted. I have no interest in being a youtuber).
@@eungeran07 Okay, I've edited the video together: ua-cam.com/video/gAw1_9TeZi8/v-deo.html Please USE THIS BUILD INSTEAD OF THE PREVIOUS. Again, the previous build will *STOP PULSING* when it's rebuilt with autobuild. This one is the opposite. It will *NOT PULSE UNTIL IT'S REBUILT FROM AUTOBUILD*. Make sure the read the description as it does act *slightly* differently than the previous build, but not enough that it should be noticable.
😮 i like this build! I tinkered around for a while with this ( honestly just trying to replicate your pulse laser) i accidently ended up with really good pulse cannons! These are awesome! I always got sway in most builds (ground or air) but these dont cause much sway at all
i will try that later
It works but as demonstrated it's a bit of a lucky dip so you may need several tries to get the preferred result. One run will be enough for some sort of pulsing but amazing pulsing may or may not happen first time.
😮 i like this build! I tinkered around for a while with this ( honestly just trying to replicate your pulse laser) i accidently ended up with really good pulse cannons! These are awesome! I always got sway in most builds (ground or air) but these dont cause much sway at all
I did get good pulse cannons later, they're in my hover tank videos.
@KingX looks pretty sick, what did you do to get em pulsing better
@@eungeran07 It's weird, when I was making this video I did the 3 attempts I showed and got the shown results - the cannons were always rubbish. When I was making the hover tank videos I did the process once (per video) and the cannons came out great both times on the first try, even better the second time so that's "favourited" now. It comes out great every autobuild!
@KingX nice! I guess that's all it takes is a little bit of tinkering, and that's the one thing I wish they'd expand if they aren't making DLC. At least expand our favorite slots. I've deleted so many things I spent hrs building lol
@@eungeran07 Yeah, I'm disappointed that their focus on updates was removing fun, not adding it.
Well, that takes care of the need for the stakes I saw in another video.
Yep, I've been using an effective configuration in all my more recent pulsing videos and that was done with this technique. I've learned a better one though so need to update it at some point.
I might have an answer as to why the first attempt on the cannon doesn't always pulse. I think build vs. autobuild might make a difference. I'm installing some video editing software so I can edit together my TOTK switch captures (I don't have a capture card). I'll put up a video when I edit together a video.
It's hypothesized having a stabilizer and trying in different spots might help. I did since get a build with better cannon pulses. It would still misfire half the time but there was more pulsing and the lasers were also excellent.
@@KingX
I got it edited together. ua-cam.com/video/mrPlHRipRf0/v-deo.html (unlisted)
It's my personal theory that it's all about the gap distance between the 2 heads and how/when the 2 will "see" the mob. Hence a stabilizer and different spots will help due to the change in range of view by the height of the stabilizer or change in position. Don't know if this is actually true, would like to do more testing. But I've got other things to do that's more pressing. [unfortunately]
Speaking of which. You'll notice the second control head in that video being mounted 90 degrees. This isn't some explicit theory calculation or whatever. I just needed a pulsing cannon head configuration that was mounted to the side of my preferred vehicle. It worked surprisingly well so I've kind of just kept using it. I have no idea why it work as well as it does.
I dunno if it's any help, but maybe it's just a distance thing? I was kinda having the same issue while testing (better pulse laser at close range, better cannon pulse at longer range) I slapped 2 upside down on the bottom of an air vehicle and took it for a spin, the cannons went nuts, could barely see what was happening with all the explosions lol. Honestly just comprised with ok lasers but really good cannons. Thanks for the vid BTW I've been looking for a good turret build and don't really want to mess around with bees
@@eungeran07 Every pulsing anything has it's preferred distance, that's for sure. But DEFINITELY DON'T USE THE CANNON BUILD IN THE VIDEO I POSTED. The point of that video was to show that a pulsing cannon build can stop working once you rebuild it. For my video, I've tested it short AND long distance and it no longer pulses after rebuild. I have actually come up with a better pulsing cannon build that, ironically, REQUIRES it to be auto built once but doesn't work on initial builds. It performs just as well as the video I posted above (with my unscientific testing. Which is counting how many times it fires per an unit of time.
I'll reply here again when I post that (unlisted. I have no interest in being a youtuber).
@@eungeran07 Okay, I've edited the video together:
ua-cam.com/video/gAw1_9TeZi8/v-deo.html
Please USE THIS BUILD INSTEAD OF THE PREVIOUS. Again, the previous build will *STOP PULSING* when it's rebuilt with autobuild. This one is the opposite. It will *NOT PULSE UNTIL IT'S REBUILT FROM AUTOBUILD*. Make sure the read the description as it does act *slightly* differently than the previous build, but not enough that it should be noticable.
This technique was used in this linked video and I got a much better cannon performance in that: ua-cam.com/video/W-g1X__dBs0/v-deo.html
So has anyone noticed that the cannons are noticeably heavier than the beam-emitters?
Check the mass of entries # 12 & 22 on this page: docs.google.com/spreadsheets/d/1eHHFwGDsI3sHTOLaawlxKgxbiLG8ceHUHpbpC2Bj57k/edit?pli=1&gid=0#gid=0
😮 i like this build! I tinkered around for a while with this ( honestly just trying to replicate your pulse laser) i accidently ended up with really good pulse cannons! These are awesome! I always got sway in most builds (ground or air) but these dont cause much sway at all