For people wondering, this works because the first shot of a cannon only takes 0.9 seconds to charge and all shots after that take 3.2 seconds, so by essentially resetting the cannon (forcing it to turn off and on again by pulsing) it only ever does the fast shot that takes 0.9 seconds. As for the angle being so small compared to pulsed beam emitters, I'm not 100% sure but I think it has to do with that cannons don't fire instantly, so they need a pulse duration much longer than a beam emitter, so the tiny angle is to make sure they pulse every 0.9 seconds (instead of the very quick beam emitters pulse) allowing it enough time to charge and shoot.
for some reason, when making the angle, I couldn't get the heads to separate slightly like yours did, when mine form that small angle, they sorta get closer together. also, I always made the "too large" angle and the cannon ended up resetting before it could fire, but when I directly attached the construct heads upside down to one another WITHOUT making a small angle via stake nudges, the cannon pulsed just fine, albeit a tad inconsistent. edit: okay I've found out that it pulses consistently at short ranges but at long ranges it's inconsistent.
Could you use this same setup with a beam emitter with any accuracy? I want to pulse lasers and this constructed method seems extremely simple compared to your video on them.
hey i have a wicked rapid pulse cannon/beam 4 construct head 2 cannon 9 beams on a gloomdredger the cannons are on the face of 1 head with it upsidedown and connected withthe cannons to a main head with 2 obliqe heads wish i knew how to send you the video
Definitely, this is an outdated config. Folks discovered that construct heads see from the ball joint, not the top of the head. So placing the pulsing head on top created a parallax angle that changed with enemy distance. To make the pulsing consistent at all distances, place the pulsing head behind the aiming head, angled down 2.5-3.5 degrees. Check out the end of this video for a simplified method to build a pulsed turret ruclips.net/video/sl5iRH5x6sg/видео.htmlsi=2Mrquw__8znjhhnl
Not doing anything wrong, since it requires a small angle range, you need to be a certain distance from the enemy for fast firing. If you're too far, it'll pulse without firing and if you're too close it'll fire like a regular cannon
Ok I saw it, but I don't understand... and wowee. The most impressive part of this video was blowing yourself up and landing on your feet. How tf did you do that? Why are you so cool? I'm callin the Hyrulean popo.
Are you sure the stake nudge is necessary? I was able to get the same cannon pulse effect with the snap point and no nudging. The only thing that seems to matter is that the enemy stays within optimal pulse range.
@@chesepuf Yes, no autobuild and with the same snap point you used. I think the pulse head just has to be 180 degree upside down compared to the aiming head, and the distance to the enemy matters. Too close and it won't fire at all.
The rear trigger head needs to be tilted between 1.5 and 2.5 degrees with respect to the aiming head for the best cannon pulsing. That angle can only be made with methods like stake nudging, gravity nudging, or culling. Pulsed cannons use more energy than a regular cannon because there are more cannons per second.
Cannons have a base damage of 40 and normally fire approx every 3.1 seconds so that would be 40/3.1 = 12.9 dps Pulsed cannons fire approx every 0.9 seconds so 40/0.9 = 44.4 dps Could someone please correct me if I'm mistaken? Edit: I misread the spreadsheet, cannons actually do 12 damage per shot. The 40 value represents the max amount of fire damage it can do. So regular cannon does 12/3.1 = 3.9 Pulsed cannons does 12/0.9 = 13.3
@BlazeAlchemist991 that would be correct. Damage divided by fire rate, so it would just vary with how perfect the resets are, as getting a shot at .9s and a reset at .91s just isn't gonna happen very often. It's definitely better to not have to try to stay fairly still in line or range for a full 3s to get a shot off, though. That's almost more valuable in my eyes - the elimination of losing a shot after 2.9s of charging cus something moved or got too close etc
@@thewizard10 Sounds very Wind Waker-esque and i love it. Never did any minigames in Botw besides the horse archery one to get the knight armor for the horse.
Go to the Gerudo Desert region in the depths, because it's mostly flat and easy to traverse, and it's littered with zonaite. Build your favorite tank, or other killing machine and ride around. It can be easy to acquire 500+ pieces every run. Right now I have around 7,500 zonaite pieces. 😃
The first shot of a cannon only takes 0.9 seconds to charge and all shots after that take 3.2 seconds, so by essentially resetting the cannon (forcing it to turn off and on again by pulsing) it only ever does the fast shot at the start.
Not 100% sure but I think it has to do with that cannons don't fire instantly so they need a pulse duration much longer than a beam emitter, so the tiny angle is to make sure they pulse every 0.9 seconds, allowing it enough time to charge.
For people wondering, this works because the first shot of a cannon only takes 0.9 seconds to charge and all shots after that take 3.2 seconds, so by essentially resetting the cannon (forcing it to turn off and on again by pulsing) it only ever does the fast shot that takes 0.9 seconds.
As for the angle being so small compared to pulsed beam emitters, I'm not 100% sure but I think it has to do with that cannons don't fire instantly, so they need a pulse duration much longer than a beam emitter, so the tiny angle is to make sure they pulse every 0.9 seconds (instead of the very quick beam emitters pulse) allowing it enough time to charge and shoot.
wow great explanation👏👏👏👏👏👏👏
Excellent explanation!
how does the 2nd angled construct head make this work? does it need to be angled a certain way?
@@chesepuf thanks beeg Yoshi :) thank you for the video
@@adoboggwp edited my comment with that info too
This video just taught me how to get something besides 45⁰ angles when putting together a hoverbike
Outstanding guide/demo!
Oh, this is gonna be big
for some reason, when making the angle, I couldn't get the heads to separate slightly like yours did, when mine form that small angle, they sorta get closer together.
also, I always made the "too large" angle and the cannon ended up resetting before it could fire, but when I directly attached the construct heads upside down to one another WITHOUT making a small angle via stake nudges, the cannon pulsed just fine, albeit a tad inconsistent.
edit: okay I've found out that it pulses consistently at short ranges but at long ranges it's inconsistent.
I realy Like the music in the backround
Could you use this same setup with a beam emitter with any accuracy? I want to pulse lasers and this constructed method seems extremely simple compared to your video on them.
you gotta use the master yiga music for these builds :D
hey i have a wicked rapid pulse cannon/beam 4 construct head 2 cannon 9 beams on a gloomdredger the cannons are on the face of 1 head with it upsidedown and connected withthe cannons to a main head with 2 obliqe heads wish i knew how to send you the video
Is there a way to make them pulse from a distance? Could work well against a Gleeok.
Definitely, this is an outdated config. Folks discovered that construct heads see from the ball joint, not the top of the head. So placing the pulsing head on top created a parallax angle that changed with enemy distance. To make the pulsing consistent at all distances, place the pulsing head behind the aiming head, angled down 2.5-3.5 degrees. Check out the end of this video for a simplified method to build a pulsed turret ruclips.net/video/sl5iRH5x6sg/видео.htmlsi=2Mrquw__8znjhhnl
Nice tutorial
tried this, it was pretty inconsistent. sometimes it fires fast, sometimes it only charges but never really fire. am I doing something wrong?
Not doing anything wrong, since it requires a small angle range, you need to be a certain distance from the enemy for fast firing. If you're too far, it'll pulse without firing and if you're too close it'll fire like a regular cannon
Ok I saw it, but I don't understand... and wowee. The most impressive part of this video was blowing yourself up and landing on your feet. How tf did you do that? Why are you so cool? I'm callin the Hyrulean popo.
Are you sure the stake nudge is necessary? I was able to get the same cannon pulse effect with the snap point and no nudging. The only thing that seems to matter is that the enemy stays within optimal pulse range.
Gravity can affect a repeated series of autobuilds in a similar way to stake nudging. So it might have been that.
That's good to know! So you attached the cannon to the regularly snapped head and it worked, no autobuilds in the process?
@@chesepuf Yes, no autobuild and with the same snap point you used. I think the pulse head just has to be 180 degree upside down compared to the aiming head, and the distance to the enemy matters. Too close and it won't fire at all.
Isn't there a faster and easier way to make pulse cannons, and make them use less energy?
The rear trigger head needs to be tilted between 1.5 and 2.5 degrees with respect to the aiming head for the best cannon pulsing. That angle can only be made with methods like stake nudging, gravity nudging, or culling. Pulsed cannons use more energy than a regular cannon because there are more cannons per second.
oh my god
How much dps does it do?
Cannons have a base damage of 40 and normally fire approx every 3.1 seconds so that would be 40/3.1 = 12.9 dps
Pulsed cannons fire approx every 0.9 seconds so 40/0.9 = 44.4 dps
Could someone please correct me if I'm mistaken?
Edit: I misread the spreadsheet, cannons actually do 12 damage per shot. The 40 value represents the max amount of fire damage it can do.
So regular cannon does 12/3.1 = 3.9
Pulsed cannons does 12/0.9 = 13.3
@@BlazeAlchemist991 thanks
@BlazeAlchemist991 that would be correct. Damage divided by fire rate, so it would just vary with how perfect the resets are, as getting a shot at .9s and a reset at .91s just isn't gonna happen very often. It's definitely better to not have to try to stay fairly still in line or range for a full 3s to get a shot off, though. That's almost more valuable in my eyes - the elimination of losing a shot after 2.9s of charging cus something moved or got too close etc
how in the world did you find this
What's the point of using stakes in the beginning?
It's called stake nudging and it's how you make angled attachments. The pulsing requires a small angle
What music is this? I want to say Skyloft but....i never beat Skyward Sword and haven't played it in almost a decade.
its the ridgeland tower minigame theme from breath of the wild aka flight minigame
@@thewizard10 Sounds very Wind Waker-esque and i love it. Never did any minigames in Botw besides the horse archery one to get the knight armor for the horse.
It's the fly minigame! And this ost have some intense mario party vibes lol
whats your zonaite farming strategy
Go to the Gerudo Desert region in the depths, because it's mostly flat and easy to traverse, and it's littered with zonaite. Build your favorite tank, or other killing machine and ride around. It can be easy to acquire 500+ pieces every run. Right now I have around 7,500 zonaite pieces. 😃
Very impressive, but why does it work this way?
The first shot of a cannon only takes 0.9 seconds to charge and all shots after that take 3.2 seconds, so by essentially resetting the cannon (forcing it to turn off and on again by pulsing) it only ever does the fast shot at the start.
@@pockitsune6347 do you know the reason for the tiny wedge, as opposed to the normal 45 degree tilt?
Not 100% sure but I think it has to do with that cannons don't fire instantly so they need a pulse duration much longer than a beam emitter, so the tiny angle is to make sure they pulse every 0.9 seconds, allowing it enough time to charge.
@@pockitsune6347 thanks!
Is it fixed?
Unfortunately, I'm a pro blowing myself up in the game, I actually made such a huge explosion, that I blew Link through a indestructible wall.