Cannon Parts: There are a lot of components in a cannon.
Mounting blocks: Mounting blocks are what cannonballs sit on before they are fired.
Designs
Line-fire Cannons: As the name suggests, line-fire cannons shoot their cannonballs in a straight line on your X and Z axis. The angle of the shot on the Y axis varies depending on the mounting block and the cannon. Dry cannons on the other hand don't use water. Therefore, these cannons can only be used once. NEVER build a dry cannon near an allied cannon. Golden rule for dry cannons: Always build up and out from your base when building a dry cannon (7 blocks up and 7 blocks out).
Whiskey Cannon: The modern whiskey cannon has many modifications possible to increase its range. It is the simplest cannon that exists but is still very powerful. Any time you need a line-fire cannon, in most cases, this is the cannon you want to use especially when you have no redstone in hand.
Avery Cannon/Gramps Cannon/303: The 303 is a popular choice for cannoneers who need faster build time in expense of more diverse charge placements. This cannon is faster to reload than a modified whiskey but has lesser capabilities.
Adding more firepower: Sometimes 2 TNTs are not enough. We can keep our firing pattern but add more destruction to the shot by using modifications that involves redstone and/or wooden button.
Adding more range: You can increase the range of a standard 3-charge whiskey cannon through various modifications using redstone and a couple of blocks.
Most Important Regarding Cannons
This guide goes on for ages about different designs, but honestly, that happens to be the most useless information there is. This small part will hopefully allow you to navigate through the massive amount of information here to find what you actually need. The most important factor in cannoning is knowing the designs you feel that you need, be able to build them as quickly as possible, and knowing how to use them in as many ways as possible.
What comes first is knowing what cannons you need. To know this, you first need to know what you can make different designs do and then try to get it down to as few cannons as possible. You can extend the possibilities with each cannon by knowing how you can easily modify them for extra range, different angles etc. To present this concept as clearly as I can, I'll give an example of how you could do this.
Cannon 1: Whiskey Cannon
Reasoning: The whiskey can be used as a simple cannon without using redstone, but can also be extended into a more advanced cannon, such as what is referred to here as a "marksman cannon" by adding a piece of redstone and placing a few blocks on top of the cannon. You could also add more firepower to the cannon by simply adding a 3 cannonball extension in the front. It can also fire at very high angles by using two ladders as a mounting block, and can then attack sky bridges, especially with range extensions.
Cannon 2: A cannon which isn't mentioned in this guide but is seen here.
Reasoning: This cannon can fire extremely far at skybridges that are still under construction. It can also fire at skybridges much closer with double ladders. It's very useful on massive maps with high height limits where enemy teams can skybridge a lot.
For modern cannoning, those two cannons fill what i believe to be your basic needs. Generally, when looking for your go to cannons, try and go from what i did here. Take mounting blocks into account a lot, because they can change a cannon drastically. Experiment in singleplayer how much you can do with one design.
Now, you've made everything a lot easier for this part, because you don't need to remember as many cannons. Construction is probably the flashiest part of cannoning. High build speeds are extremely useful. Try and find a way of building your cannon which you find the easiest to build a cannon. Try to avoid having to jump, as that becomes a limitation. Sometimes, though it may be useful, if you place a lot of blocks during the jump. For example, if you're building a whiskey, you can build the two front pillars very easily by placing a block under you, then putting them up during two jumps. Generally, just find the way that works best for you, then practice it, a lot. It takes a lot of practice to become consistently fast when building cannons, but it will set you far off from most people.
Aiming is probably the most overlooked part of cannoning, but maybe even the most important. Experiment with how different placement of TNT affects your shot. Practice timing. Aiming comes with experience, lots of it. Playing public matches and finding different, difficult targets to cannon improves this skill vastly, but it takes a long time. It is the same way you know how to angle a bow if you want to hit somebody. Experience is key here.
Cannoning, really just requires experience and some thinking, just like everything else does.
THE NEW TEXT PROGRAM FOR THE FORUMS HAS SCREWED OVER ALL FORMATTING, EVERYTHING WILL LOOK HORRIBLE
Hello, Throughout my days on OC.TC, I have learned a lot about TNT. This knowledge goes from TNT running to cannons to using TNT in defense. I wish to share a lot of this knowledge in this guide. TNT is one of the most versatile aspects in an OC.TC game. The uses for it seem endless. Although TNT alone can cause a lot of damage, combining it with other tactics is what makes TNT the powerful tool that it is.
A Guide Writer's Message to Readers I'm going to make this as an official announcement for my guide. I have decided to remake the cannon section (again) to newer and more detailed reviews. This will, though, take a lot of time. I am currently occupied with something else within OCN, but private. After I get that thing rolling on its rails, I will start working on this guide, again. This means that literally no cannons will be added until then. Unlike the previous update, this one will remain private until its full release. The release could be expected somewhere near the end of summer break.
I would also like to point out that the world I used for Varis's Guide to TNT has been corrupted since about 3 months. This is why this guide is experiencing a lack of work. I sort of rage quit the entire thing and decided to restart. _-Varis_
Table of Contents TIP: Some browsers allow you to search the text if you press ctrl+F
TNT Running Methods Targets Timing
TNT RunningStrategies Airship Battle Avalanche Boom Fort Wars Medieval Warfare Runes of Ruin Shroom Trip Spaceship Battles
Cannons Designs Usage Designing Your Own
CannonStrategies AirshipBattle Avalanche Boom Medieval Warfare Runes of Ruin Shroom Trip Sky Traffic Spaceship Battles
TNT inDefense Clearing the Area Bombing Offensive Efforts Water
DefensiveStrategies Avalanche Boom Fairy Tales 2 Race for Victory Runes of Ruin
AfterStuffs Albums Special Mentions
Methods There are two ways to TNT run in OC.TC providing effective outcomes.
TNT Spamming This method relies on a quick finger and a good click speed. To do this, youneed to sprint jump and continuously place TNT as fast as you can below you.Every 3-5 TNT, you quickly swap to a redstone torch. Make sure to at least haveone TNT/redstone torch per block you run over. The enemy will start destroyingyour TNT, giving you more time to place TNT and redstone torches.
Pros: Stresses the enemy, they focus on killing you/destroying your TNT. In order to effectively keep the TNT run from doing damage you need to waterevery single piece of lit TNT. TNTspamming will light off every 3-5 TNT making it so that there is too muchTNT to water. Spamming blocks below you assists you to go up ledges and/or obstacles that maybe in the way. Good if you want to grab attention to yourself, providing a distraction forpeople going for the objective. If you have a lot of chests in a line, like in Medieval Warfare, you candestroy these on the run, annihilating supplies and getting a lot of kills.Similarly, on maps like Airship Battle, diamonds placed in a line can be easilydestroyed using this method. This is good if you get noticed by the enemy while running towards your target.Either they will be killed by the explosions, or they will be severely woundedand extremely easy to kill. Good for cannon demolition (line fire) as you can take out a lot of them on therun.
Cons: As you are looking down while you are doing this, you’ll have difficultyknowing exactly where you’re going. To counteract this, put your FoV to QuakePro. This will assist you in looking forward, even though it isn’t too good ofa view. Since it is difficult to see, it is difficult to precisely hit your target. Grabs a lot of attention; peoplewill realize that you’re there before you have gotten to your target. Requires redstone torch. Not effective for cannon demolition (spread) as they tend to be made in theair.
Demolition Here, you go stealthily to your target, instead. When you do reach your target,you set down TNT in a small circle, leaving 1 block empty in the middle, andmaking sure that there is TNT on all 4 sides of that block. Now, you place downeither a pressure plate/redstone torch (and activate it in the pressure plate’scase) in this 1 block gap. Now you set down a lot of TNT on your target, while the clock is ticking down for theinitial TNT to explode. Obviously, you’re going to want to run away before itexplodes. Note that you can run quite a distance in 1 second. You can use thismethod against spread cannons put in the air by placing a lot of TNT under it,then activating a piece of TNT that has some sort of block up to 2 blocks underit (can be TNT).
Pros: This does a lot of damage to a more concentrated area, bringing the TNT morefocused in on your target. This is powerful against large diamond veins, such as the ones found on Runesof Ruin. Much sneakier. Since you aren’t looking down while running, you see where you are going. Thismeans that you know your exact position and destination’s position relative toyou. Due to this bringing a lot of damage, but remaining unnoticed, the enemy willrealize when it is too late that they suddenly have no more diamonds (forexample). Good against cannons (spread) Doesn’t require redstone torches (can be done with pressure plates)
Cons: Not good when you are on the run; it’s easy to get killed because you aren’treally running while placing TNT. If an enemy does see you, you can’t use this method to shake him off. Chests don’t tend to need this method as only 1 TNT can destroy them.
TNT Running in Water Sometimes, when you want to lose enemies in their base, the base will becovered in water. In this situation, you can use the TNT spamming, but you must place a redstone torch after every otherTNT. This way, every TNT gets ignited. Even though the TNT deals noenvironmental damage, it causes stress and damage to the enemy players. There is, though, another method requiring a huge amount of skill, but in thehands of someone who can pull this off, it’s hideously effective. The method is alike that of TNT spamming,but you place a block under before you place a piece of TNT or redstone torch.This means that you get a line of blocks and a line of TNT and redstone torchesright above it. This requires that you click twice as fast and can switch itemsequally as quickly. This method is known as TNTvaporization. This way you can still damage the sides of the base as wellas placing blocks in the way of your enemy to decrease their movement.
Pros: Ignores the effect of water. Blocks get in the way of people when they chase you. Stresses the enemy a lot, they focus on killing you/destroying your TNT; theblockspam hinders them from being able to do so. If you place water on the lit TNT there is so much other lit TNT so that itisn’t effective at all to water it. Spamming blocks below you assists you to go up ledges and/or obstacles that maybe in the way. Good if you want to grab attention to yourself, providing a distraction forpeople going for the objective. If you have a lot of chests in a line, like in Medieval Warfare, you candestroy these on the run, annihilating supplies and getting a lot of kills.Similarly, on maps like Airship Battle, diamonds placed in a line can be easilydestroyed using this method. This is good if you get noticed by the enemy while running towards your target.Either they will be killed by the explosions or they will be severely woundedand extremely easy to kill. Good for cannon demolition (line fire) as you can take out a lot of them on therun.
Cons: As you are looking down as you are doing this, you’ll have difficulty knowingexactly where you’re going. To counteract this, put your FoV to Quake Pro. Thiswill assist you in looking forward, even though it isn’t too good of a view. As it is difficult to see, it is difficult to precisely hit your target. Grabs a LOT of attention; people will realize that you’re there before you havegotten to your target. Requires redstone torch. Not effective for cannon demolition (spread) as they tend to be made in theair. Extremely difficult to pull off. ** Targets** I see way too many people running on the enemy side spamming TNT randomly,everywhere. This way you don’t hit anything important, although it may causestress in the enemy players. Try to target things that are important to theenemy. Diamond/Iron supplies Spawn chests Potion rooms Cannon supplies Vantage points, Cannon spots Valuable bridges Anything that is somewhat valuable to the enemy is a possible target for you,even if it isn’t too important. Don’t destroy things that aren’t valuable tothe enemy.TNT running can also be used as a way to clearenemies from an area, making them run away, desperate not to die of yourexplosion. Used correctly, this can disrupt enemies shooting at, for example,skybridgers making your team’s skybridge just a bit closer to the objective. ** Timing** Timing is extremely important when TNT running. If you want a success, you needto know when to strike. You need to hit the enemy when they least expect it,and when nobody is going to stop you. Here are a few examples when a TNT run can disrupt enemy activity completely: When the enemy makes an offensive push, a lot of enemies are trying to get tothe objective. Then there are very few people left at their base. Now a TNT runhas minimal resistance and a devastating effect. Not only are their suppliesgone, but they have to run back to their base and kill you. If you can get over to the enemy side before most are finished grabbingsupplies, you can hide until they are done. When most people are out of spawn,with all their supplies, you strike.
This is a list ofdifferent map specific strategies you can use if you want to. These strategiesfocus on TNT running. Some of these strategies require some skill withincombat. If you feel that you aren’t too good at PvP, refer to this guide. ** Airship Battle** Airship Battle’s gameplay is almost completely focused on the rotors. Whoevercontrols the rotors will probably win the game. This strategy uses the elementof surprise to give your team domination of the sky. This strategy alsocripples enemy attempts to get enough supplies to make a competent push to takeback the rotors. The strategy utilizes your control of the rotors mostsituations. Initial Supplies:
The core is watered. Here, you want to jump down and have another 2 options.You unwater the core to let your teammates carpet bomb the core. Otherwise, yougo below the core, make a vertical 1x1 tunnel under the core, and leak it frominside the tunnel. Once the core has started leaking, extend the tunnel as faras you can. ** Avalanche** Avalanche is almost completely focused on its islands. Icarus cannons are idealfor island hopping. Controlling the islands right next to the enemy side givesa major advantage in almost every aspect of the game (offense, defense,cannons, etc). Bows are used a lot on this map so diamond armor is extremelyimportant unless you want to get shot to death extremely quickly. This strategyutilizes the element of surprise to gain control of islands. It also uses thefact that diamonds are so important by crippling the enemy of their armor. Initial Supplies:
Diamond Sword
Bow
Diamond Pickaxe
Diamond Axe
Water Bucket
Wood Planks (256)
Fish
Redstone Torches (32)
TNT (128)
There are 2 bridges to the bedrock island. In this scenario, the bridgeswill be like this (top bridge) and this(bottom bridge). Here, TNT spam your way across over the topbridge, first. Now, run to the bottom bridge (you will be on their side whilerunning in between bridges if you are doing this correctly), and TNT spam _your way back to the island. Now, you want to bowspam the enemies that try to get back to the isle. Do thisuntil your allies have managed to bridge from their island to the island thatyou are standing on. After your teammates gain control, you make your next move. Pillar up a fewblocks and make a Disposable Icarus Cannon. Icarus jump, landing as close tothe mountain as you can. From here, simply run to the enemy diamond mine,inside the mountain. If you don’t get noticed while running towards thediamonds, skip to the next paragraph. If you do get noticed, break from yourpath and run towards the back of the mountain. _TNT spam if you have to, but refrain from doing so if you can, asit grabs a lot of attention. Once you get behind the mountain, there is a smalllittle tunnel; go through the tunnel and block the path up in wood. From here,dig down a few blocks, block the hole up, and wait until the enemies leave.This waiting can take a while, but the worst thing you can do is go up whenthere are still enemies there. Once they have left (check for nametags and player-omittedsounds), sneak to the diamond mine. Here, you want to line the area with TNT, set down a redstone torch, and runbefore the giant explosion kills you. The enemies will go looking for thecause. In this time, you want to run to the core as quickly as you can. Encaseyourself in wood and break the core 2 blocks from the top. ** Fort Wars** Fort Wars tends to have relatively fast paced games. TNT runs will only reallybe effective at the beginning, before anyone gets their supplies. A longermatch will be heavily defended and tends to end with potion pushes. Althoughshort lived, this strategy can be extremely difficult to pull off. If you domanage to do so, though, it can completely cripple the enemy and maybe even winthe game. Initial Supplies:
Diamond Pickaxe
Diamond Axe
TNT (196)
Redstone Torches (32)
Wooden Planks (64) A TNT run on Fort Wars is only really effective right at the beginning of thegame. That means that you want to grab these supplies as quickly as you can.Run over the hill and across the cobweb border before it is blown up. Run across on the left side. Once you get ontop of the left side of the enemy hill, blow up the supply chests and premadecannon there. Now, run to the side of the enemy base and break through thewall. Enter the main fort from the side and run counter-clockwise,_ TNT spamming_ all the time until exitingthrough the back. Wait for everything to blow up and jump in to the diamondroom. Here, you TNT spam around theroom until you make a full circle, jumping out before everything goes off witha bang. Now, you’ll get a lot of people on your tail. Run out of the fort and pillar upto the walls. From here, you blow up all the chests on the wall. After that,jump into the enemy potion room (second floor in main fort), destroying thechests and brewing stands there with TNTspamming. Jump back out of the potion room before blowing yourself up. Now, pillar to the top of the fort and start placing the TNT all over the flag.Once you have a decent amount of TNT on the flag, use demolition to destroy it. ** Medieval Warfare** Medieval Warfare is very cannon focused. Supplies are clustered, and aneffective TNT run will knock them all out in very little time. There are PowerIII bows located in the different towers on the map. These bows are often usedto kill cannoneers. This strategy attempts to control the field with a bow aslong as possible. Once that task gets ended by enemies painlooping you, youcripple the enemy with a TNT run. This strategy varies a lot in the time ittakes to complete. This relies mainly on how skilled the enemy team is and howfast people start trying to get at you when you are in the wall towers. Initial Supplies:
Diamond Sword
Bow
Diamond Pickaxe
Diamond Axe
Water Bucket (2)
Wood Planks (264)
Food (there are so many types of food on Medieval, pick your favorite) (16)
Redstone Torches (32)
TNT (192)
Arrows (128) Grab these supplies quickly and start bridging to the 2nd basequickly; use ladders when going up. After this, go up the 3rd baseimmediately. Watch for enemy rushers at your core, as there will probably bequite a lot of them; shoot them down. Now, there are 3 different scenarios youcan be in.
There aren’t any enemies on their 3rd base: bridge over quickly
There is an enemy rusher who is starting to bridge over: wait for the rusherto finish his bridge, kill him, and run across his bridge
There is an anti-rusher on the enemy base: try to shoot him down. If you get low on health, build a small wall toprotect yourself from arrowfire. If he takes cover, bridge to the firstmushroom and check on him again. If he starts shooting, bow him down until hetakes cover again, and repeat. Once you get all the way across, kill him withyour sword. Now that you are across, you want to hold the place until your teammates get ontothe base. Once they get over, you’re going to need new supplies. Checkpoint Supplies #1
Diamond Sword
Bow
Diamond Pickaxe
Diamond Axe
Water Bucket (1)
Wooden Planks (256)
Mushroom Soup (8)
Redstone Torch (32)
TNT (128)
Water Bucket (4) Rush to the top and put water over the ship. To do this, follow these steps:
Puta source block 2 blocks up in the air
Extendit by place a block of TNT under running water to make it flow over it, keepdoing this until the water doesn’t go any further
Doit again on the opposite side of the water source
Repeatuntil all 4 sources are placed and spread There will be 2 water buckets used on themiddle and 2 in the front of the ship, located like this. After you’re done with that, grab water from this small pool. If you grabwater from the middle, it will refill itself like an infinite source. Now, youpour water on the antennas, placing the water at least 1 block in the air toprevent it from freezing. Now, grab new supplies. Checkpoint Supplies #1
Most Important Regarding Cannons
This guide goes on for ages about different designs, but honestly, that happens to be the most useless information there is. This small part will hopefully allow you to navigate through the massive amount of information here to find what you actually need. The most important factor in cannoning is knowing the designs you feel that you need, be able to build them as quickly as possible, and knowing how to use them in as many ways as possible.
What comes first is knowing what cannons you need. To know this, you first need to know what you can make different designs do and then try to get it down to as few cannons as possible. You can extend the possibilities with each cannon by knowing how you can easily modify them for extra range, different angles etc. To present this concept as clearly as I can, I'll give an example of how you could do this.
Cannon 1: Whiskey Cannon
Reasoning: The whiskey can be used as a simple cannon without using redstone, but can also be extended into a more advanced cannon, such as what is referred to here as a "marksman cannon" by adding a piece of redstone and placing a few blocks on top of the cannon. You could also add more firepower to the cannon by simply adding a 3 cannonball extension in the front. It can also fire at very high angles by using two ladders as a mounting block, and can then attack sky bridges, especially with range extensions.
Cannon 2: A cannon which isn't mentioned in this guide but is seen here
Reasoning: This cannon can fire extremely far at skybridges that are still under construction. It can also fire at skybridges much closer with double ladders. It's very useful on massive maps with high height limits where enemy teams can skybridge a lot.
For modern cannoning, those two cannons fill what i believe to be your basic needs. Generally, when looking for your go to cannons, try and go from what i did here. Take mounting blocks into account a lot, because they can change a cannon drastically. Experiment in singleplayer how much you can do with one design.
Now, you've made everything a lot easier for this part, because you don't need to remember as many cannons. Construction is probably the flashiest part of cannoning. High build speeds are extremely useful. Try and find a way of building your cannon which you find the easiest to build a cannon. Try to avoid having to jump, as that becomes a limitation. Sometimes, though it may be useful, if you place a lot of blocks during the jump. For example, if you're building a whiskey, you can build the two front pillars very easily by placing a block under you, then putting them up during two jumps. Generally, just find the way that works best for you, then practice it, a lot. It takes a lot of practice to become consistently fast when building cannons, but it will set you far off from most people.
Aiming is probably the most overlooked part of cannoning, but maybe even the most important. Experiment with how different placement of TNT affects your shot. Practice timing. Aiming comes with experience, lots of it. Playing public matches and finding different, difficult targets to cannon improves this skill vastly, but it takes a long time. During the Breaking Core tournament I was asked how I knew how to place my TNT to hit a target, my answer was: the same way you know how to angle a bow if you want to hit somebody. Experience is key here.
Cannoning, really just requires experience and some thinking, just like everything else does.
Cannon parts
There are a lot of components in a cannon.
Water: This is what you use to keep your cannon from blowing up. Cannons that don't use water are called "dry cannons"
Mounting blocks: Mounting blocks are what cannonballs sit on before they are fired. You can see the five different mounting blocks and their effect in the picture below. The list goes from right to left
Slabs: Slabs give a low angle shot. They are not a good mounting block for a line fire cannon due to decreased range, but they are very effective for a spread cannon.
Full block: Full blocks are THE worst mounting block ever. They have a bad range and a bad angle. NEVER use as a mounting block on a cannon.
Fence post with pressure plate: This mounting block has the longest range of all mounting blocks. It gives a low angle, too and is therefor the best mounting block for regular purposes (like just firing it at the enemy base). A pressure plate isn't required if you can place the water in the very back of the cannon.
Ladders: Ladders give a slightly lower range than a fence post, but it has quite a good angle that it fires at. Therefor, ladders are the best mounting block when countering an enemy cannon that is in the air.
Trapdoors: a closed trapdoor is the optimal mounting block for a long range cannon such as one used on Sky Traffic or Avalanche. This is because they give such a low angle to your shot. Trapdoors can replace a pressure plate on a fence post, giving equal power. A trapdoor that is open can replace a ladder as a mounting block. With this in mind, you can have a lever on the block that your trapdoor is standing on and give your cannon extreme versatility in its angles.
Designs
Line-Fire Cannons
As the name suggests, line-fire cannons shoot their cannonballs in a straight line on your X and Z axis. The Angle of the shot on the Y axis, though, varies depending on the mounting block and the cannon. Some cannons have the term "dry" in the "other" section. Dry cannons don't use water. Therefor, this cannon can only be used once. NEVER build a dry cannon near an allied cannon. Golden rule for dry cannons: Always build up and out from your base when building a dry cannon. (7 blocks up and 7 blocks out)
The Basic Cannon This is the cannon I used to expain mounting blocks in the picture above. The basic cannon is extremely useless in OC.TC. I will be using this cannon to explain the way I stat the cannons Author: N/A Maximum Charge: 1-8 Range (How far the cannon shoots the cannonballs): The basic cannon varies in its amount of charge, but for a normal one, 4/10 Cannonballs: 1 Firepower (how destructive is the cannon) 1/10 C/C Ratio (how many cannonballs there are in the cannon compared to how many charges there are): 0.25 T/R Ratio (how much TNT the cannon can hold compared to how much redstone it requires): 0.333 Rate of Fire: 6/10 Vulnerability: (measurement of how vulnerable the cannoneer is when loading the cannon compared to other cannons of its type - line-fire, spread, special - the lower rating the better) 8/10 Counterability: (measurement of how easy it is to counter one of these cannons compared to other cannons of its type - line-fire, spread, special - the lower the rating, the better) 5/10 Spread (how much does the cannon spread the cannonballs, note that spread can be a bad thing and a good thing): N/A Use: none Other: -
The Redstoneless Cannons **This trio of cannons are the three redstoneless line-fire cannons. They were all invented in an old RFW tournament. **From left to right:
Etho's Redstoneless Cannon This was the first ever redstoneless cannon made. Author: Etho ( Youtube Channel) Maximum Charge: 3 Range: 4/10 Cannonballs: 1 Firepower: 1/10 C/C Ratio: 0.333 T/R Ratio: redstoneless Rate of Fire: 6/10 Vulnerability: 10/10 Counterability: 4/10 Spread: N/A Use: The other redstoneless cannons have exceeded what Etho's Redstoneless Cannon can. Other: Redstoneless
The Battle Cannon (Whiskey Cannon) This cannon has many modifications possible to increase its range. It is the simplest cannon that exists but is still very powerful. From right to left 2 Charge Author: Trazlander, Jikosh Maximum Charge: 2 Range: 2/10 Cannonballs: 2 Firepower: 3/10 C/C Ratio: 1.0 T/R Ratio: redstoneless Rate of Fire: 10/10 Vulnerability: 3/10 Counterability: 1/10 Spread: N/A Use: Short distance firing, such as hitting the frontlines on Airship Battle, or if you have captured the small airship behind the enemy base on Skty Traffic, you can use this cannon from there to hit the enemy base with a trapdoor as a mounting block. You can fire the cannonballs of this cannon into Fairy Tales 2 wool rooms with a trapdoor as a mounting block. Other: Redstoneless
*3 Charge *Author: Trazlander, Jikosh Maximum Charge: 3 Range: 4/10 Cannonballs: 2 Firepower: 3/10 C/C Ratio: 0.667 T/R Ratio: redstoneless Rate of Fire: 10/10 Vulnerability: 3/10 Counterability: 1/10 Spread: N/A Use: Any time you need a line-fire cannon, in most cases, this is the cannon you want to use. Other: Redstoneless
4 Charge Author: ** ** Trazlander, Jikosh Maximum Charge: 4 Range: 6/10
Cannonballs: 2 Firepower: 3/10 C/C Ratio: 0.5 T/R Ratio: redstoneless Rate of Fire: 8/10 Vulnerability: 5/10 Counterability: 2/10 Spread: N/A Use: This is the cannon you want to use when you are counter cannoning a spread cannon in most cases. For that scenario, you'll want to use a ladder/open trapdoor as a mounting block. It is also your optimal cannon if you need to hit something that is a bit further away than normal. Other: Redstoneless
Dewtroid's Redstoneless Cannon This is a redstoneless cannon made by Dewtroid. It is rarely seen anymore due to the introduction of the whiskey cannon. It is quite modifiable in its charge.
3 Charge Author: Dewtroid, Slightly modified by varis5hawk to give more firepower Maximum Charge: 3 Range: 4/10 Cannonballs: 2 Firepower: 3/10 C/C Ratio: 0.333 T/R Ratio: redstoneless Rate of Fire: 9/10 Vulnerability: 7/10 Counterability: 2/10 Spread: N/A Use: 3 charge whiskey cannon replaces this cannon in effectiveness. Other: Redstoneless Here is a video by Dewtriod explaining the cannon. She starts explaining the cannon at 11:25.
5 Charge Author: Dewtroid, Slightly modified by varis5hawk to give more firepower Maximum Charge: 5 Range: 7/10 Cannonballs: 2 Firepower: 3/10 C/C Ratio: 0.4 T/R Ratio: redstoneless Rate of Fire: 7/10 Vulnerability: 7/10 Counterability: 3/10 Spread: N/A Use: Long range purposes if you have no redstone on you Other: Redstoneless Here is a video by Dewtriod explaining the cannon. She starts explaining the cannon at 11:25.
5 Charge with Compressor Author: Dewtroid, Slightly modified by varis5hawk to give more firepower Maximum Charge: 5+1 compressor Range: 8/10 Cannonballs: 2 Firepower: 3/10 C/C Ratio: 0.333 T/R Ratio: redstoneless Rate of Fire: 4/10 Vulnerability: 7/10 Counterability: 5/10 Spread: N/A Use: if you need to shoot a completely diagonal shot and have no redstone, this cannon is what you need to use Other: Redstoneless Completely useless unless it uses a ladder/open trapdoor as a mounting block Press compressor button first, then charge button. Wait for the compressor to explode before you press the cannonball button. Here is a video by Dewtriod explaining the cannon. She starts explaining the cannon at 11:25.
Adding more power Sometimes 2 TNT is not enough. Using some redstone, we can keep our firing pattern but add more destruction to the shot. On the right, we see a 3 charge whiskey cannon. In the middle, we see a cannon with 3 cannonballs. On the left, we see one with 4.
3 Cannonballs 3 charge whiskey cannon but with a modification to give it 3 cannonballs, too. Author: Unknown Maximum Charge: 3 Range: 4/10 Cannonballs: 3 Firepower: 5/10 C/C Ratio: 1.0 T/R Ratio: 6.0 Rate of Fire: 10/10 Vulnerability: 5/10 Counterability: 1/10 Spread: N/A Use: Whenever you have redstone and need slightly more firepower but don't have enough time to build a 4 cannonball cannon. Other: -
4 Cannonballs 3 charge whiskey cannon but with a modification to give it 4 cannonballs, too. Author: Unknown Charge: 3 Range: 4/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 1.333 T/R Ratio: 0.286 Rate of Fire: 10/10 Vulnerability: 5/10 Counterability: 2/10 Spread: N/A Use: whenever you need more firepower than a normal whiskey cannon, this should do. Other: -
*Avery 404 *If you need a 4 charge whiskey, and have redstone. Give yourself more firepower and a higher rate of fire by using this cannon. The popular 303 edit is made by modifying it to only have 3 cannonballs and 3 charge possible, which is much faster to build. Author: gramps223 Charge: 4 Range: 6/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 1.0 T/R Ratio: 2.0 Rate of Fire: 10/10 Vulnerability: 5/10 Counterability: 2/10 Spread: N/A Use: When you need to use a cannon with more firepower, this cannon is probably what you want to use as it is faster to reload than if you just modified the cannonball section on a whiskey cannon. You already have redstone, so why not? It can be used to destroy the antenna on SSB in one shot. Other: In the beginning of this video Laxaria uses this cannon to destroy the antenna
Arc Cannon I have no idea what the official name of this cannon is, but I like to call it the arc cannon because it shoots in a very high arc. Author: Gramps223 . Maximum Charge: 4 Range: 6/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 1.0 T/R Ratio: 2.0 Rate of Fire: 5/10 Counterability: 7/10 Vulnerability: 1/10 Spread: N/A Use: Whenever you need a completely diagonal shot on your Y axis, this cannon does the job Other: Diagonal shot on Y axis Here is a video of MK325 using the cannon to destroy the iron pillars on Airship Battles
Rocket Cannon This is a cannon that I had came up with during the Orbit vs LunGGlove game in the Breaking Core tournament. It was invented way earlier though. It uses a ladder placed 1 block higher up to get a very high arc on the shot. Author: unkown Maximum Charge: 4 Range: 6/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 1.0 T/R Ratio: 2.0 Rate of Fire: 3/10 Counterability: 9/10 Vulnerability: 1/10 Spread: N/A Use: Hitting a skybridge that is nearly above you Other: Has a ladder as a mounting block, 1 block higher up than normal
Viper Cannon This is a design that I made with ShinyDialga45's 7 shot idea. I combined it with the Arc Cannon to create this cannon. Author: ShinyDialga45, varis5hawk Maximum Charge: 4 Range: 6/10 Cannonballs: 7 Firepower: 9/10 C/C Ratio: 1.75 T/R Ratio: 2.2 Rate of Fire: 4/10 Vulnerability: 1/10 Counterability: 5/10 Spread: N/A Use: Destroying the enemy iron pillar to the rotors on Airship Battle. Other: -
Rabbit Cannon Basically as many cannonballs as you can get while still being efficient with your redstone. Author: Funnybunnies1998 Maximum Charge: 4 Range: 5/10 Cannonballs: 10 Firepower: 10/10 C/C Ratio: 2.5 T/R Ratio: 2.333 Rate of Fire: 4/10 Vulnerability: 2/10 Counterability: 7/10 Spread: N/A Use: Taking out an antenna on SSB with one shot. Other: -
Marksman Cannon This cannon was made famous by the tournament team Ambush, but it existed for a lot longer (has been on this thread for longer, but with a very unclear picture fo ra while). The cannon doesn't have to use 4 cannonballs, and for counter cannon purposes it is best to only use 2 cannonballs. Author: Ain360 Maximum Charge: 6 Range: 8/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 0.667 T/R Ratio: 3.333 Rate of Fire: 8/10 Vulnerability: 2/10 Counterability: 3/10 Spread: N/A Use: Whenever you need more range than a whiskey cannon, you can use this cannon. Taking out the enemy flag on Fort Wars from your own hill. Other: -
*Varis5hawk's 7 Charge Cannon *This is a design made and used by me during the Breaking Core tournament. It has the most redstone efficient charge segment of all line-fire cannons containing redstone. Maximum Charge: 7 Range: 9/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 0.571 T/R Ratio: 3.667 Rate of Fire: 8/10 Vulnerability: 3/10 Counterability: 3/10 Spread: N/A Use: Core cannon on Fractal Descent Long range cannoning in general Other: 1 redstone is located under the block with the charge button on it
*Varis5hawk's 9 Charge Cannon *This is an extremely long ranged cannon designed by me in 2013. The cannon was intended as an upgrade for Schemetrical's Sniper Cannon, making it more redstone efficient and easier to reload. The design was upgraded to its current state during the Breaking Core tournament by me. Author: varis5hawk Maximum Charge: 9 Range: 10/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 0.444 T/R Ratio: 3.25 Rate of Fire: 7/10 Vulnerability: 1/10 Counterability: 4/10 Spread: N/A Use: Cross map cannoning on Sky Traffic and Avalanche Extreme long range cannoning in general Other: 1 redstone is located under the block with the charge button on it
HardstyleRaver2** 's Sniper Cannon **This is a cannon designed by a good friend of mine, HardstyleRaver2, based off of Dewtroid's Redstoneless Cannon. Author: HardstyleRaver2 Maximum Charge: 9 Range: 10/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 0.444 T/R Ratio: 3.25 Rate of Fire: 6/10 Vulnerability: 4/10 Counterability: 7/10 Spread: N/A Use: If you need to hit something from really far away, this cannon should do. Other: -
Schemetrical** 's Sniper Cannon** Maximum Charge: 9 Range: 10/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 0.444 T/R Ratio: 2.167 Rate of Fire: 6/10 Vulnerability: 10/10 Counterability: 9/10 Spread: N/A Use: If you want to shoot across the map on Sky Traffic, here's your cannon. Other: -
Varis5hawk's** Redstoneless Multi-Shot Cannon** This is an upgrade I made to the whiskey cannon. It utilizes the fact that wooden buttons have a longer redstone signal and that TNT starts falling immediately when it has a block above it. It is essentially a modification to the whiskey cannon. Author: varis5hawk Maximum Charge: 3 Range: 4/10 Cannonballs: 4, possibly 5. 2/3 of them come at a different timing than each other and the other 2. Firepower: 9/10 C/C Ratio: 1.333 T/R Ratio: redstoneless Rate of Fire: 10/10 Vulnerability: 3/10 Counterability: 2/10 Use: Any time you use a whiskey cannon, add this after your first shot to add more power Other: Wood button can be replaced with a lever How to use: After pressing the cannonball button, place TNT in the top cannonball spot until the button it deactivates.
Varis5hawk's Dispenser Multi-Shot Cannon A super destructive cannon made by me. There are 4 redstone torches on the blocks with redstone on them on the other side of the picture. Author: varis5hawk Maximum Charge: 3 Range: 4/10 Cannonballs: 24 at 8 different timings Firepower: 10/10 C/C Ratio: 8.0 T/R Ratio: 6.75 Rate of Fire: 10/10 Vulnerability: 2/10 Counterability: 5/10 Spread: N/A Use: Whenever you feel like absolutely destroying an area on the enemy side, go ahead, use this cannon. Other: Dispensers are disabled on Medieval Warfare, Airship Battle, and Spaceship Battles
Varis5hawk's Diagonal Cannon I haven't seen anyone else use the design before me, and I did design it myself, so don't kill me if I wasn't actually first. Author: varis5hawk Maximum Charge: 4 Range: 6/10 Cannonballs: 4 Firepower: 7/10 C/C Ratio: 1.0 T/R Ratio: 2.0 Rate of Fire: 8/10 Vulnerability: 9/10 Counterability: 8/10 Spread: N/A Use: If you have captured the enemy bedrock islands on Avalanche, you can use this cannon to hammer their frontline from a very difficult angle. Other: Fires diagonally.
HardstyleRaver2's Semi Diagonal Cannon This cannon was designed as a counter for spread cannons, hitting from an unexpected angle. The cannon saved LunGGlove in a desperate moment as an anti skybridge cannon on Spaceship Battles during the Breaking Core tournament. Author: HardstyleRaver2 Maximum Charge: 4 Range: 6/10 Cannonballs: 3 Firepower: 5/10 C/C Ratio: 0.75 T/R Ratio: 2.333 Rate of Fire: 10/10 Vulnerability: 10/10 Counterability: 10/10 Spread: N/A Use: Countering spread cannons from an unexpected position Other: Semi-diagonal
Spread Cannons These cannons spread TNT in an area. I will be rating the spread on how much it does spread. Note that a 10/10 spread might not be too good as you fire the TNT so widespread that it deals very little damage. I will be introducing 2 new stats. Charge Segment: the dimensions of the charge segment of your cannon Cannonball Segment: the dimensions of the charge segment of your cannon You can add a choke to your cannon. A choke is basically walls on the side of your cannonball segment to reduce spread. note that if you don't put the cannonballs one block up, you will need to make the wall out of slabs. Some cannons require a choke, if that is the case, the picture will include a choke. It will also say in the "other" section of the cannon that it requires a choke.
The Basic Spread Cannon You have probably already seen this cannon before. It is the most commonly used spread cannon. Although it is simple, it is a very effective cannon. Author: N/A Maximum Charge: 9 Charge Segment: 7x2 Range 5/10 Cannonballs: 21 Cannonball Segment: 7x3 Firepower: 5/10 C/C Ratio: 2.333 T/R Ratio: 0.882 Rate of Fire: 10/10 Vulnerability: 2/10 Counterability: 2/10 Spread: 5/10 Use: Anytime you want a spread cannon Other: These stats are given as a 7 wide cannon. 5 and 9 wide works too, but with different stats.
Dewtroid's Spread Cannon This is the very first spread cannon made for PvP. It was made for RMCT purposes and is therefor not too effective for oc.tc. Author: Dewtroid Maximum Charge: 5 Charge Segment: 5x2 Range: 3/10 Cannonballs: 7 Cannonball Segment: 5x1 Firepower: 2/10 C/C Ratio: 1.4 T/R Ratio: 1.0 Rate of Fire: 7/10 Vulnerability: 9/10 Counterability: 7/10 Spread: 2/10 Use: None in an oc.tc game. If you want to use this cannon, play RMCT. Other: Here is a video of Dewtroid explaining the cannon. The tutorial starts at the beginning of the video. These stats are given to this cannon as a 5 wide cannon. Larger works too, but gives different stats.
The H Cannon This cannon has quite the spread. Author: DaiziTheEpic35 Maximum Charge: 7 Cannonball Segment: 3x3 Range: 3/10 Cannonballs: 15 Cannonball Segment: 5x3 C/C Ratio: 2.143 T/R Ratio: 0.75 Firepower: 4/10 Rate of Fire: 8/10 Vulnerability: 5/10 Counterability: 5/10 Spread: 8/10 Use: On a map with a big frontline and a small void gap, this cannon should suit your needs. Other: Don't put a choke on this cannon, just don't
__gumdrum__'s Small Spread Cannon This cannon really isn't small... Author: __gumdrum__ Maximum Charge: 16 Charge Segment: 8x3 Range: 8/10 Cannonballs: 32 Cannonball Segment: 8x4 Firepower: 8/10 C/C Ratio: 2.0 T/R Ratio: 0.906 Rate of Fire: 4/10 Vulnerability: 5/10 Counterability: 6/10 Spread: 3/10 Use: Whenever you need extra range or a lot of firepower, this cannon will do the job Other: Requires choke
__gumdrum__'s Big Spread Cannon Well you wanted big, so he gave you big. Author: __gumdrum__ Maximum Charge: 19 Charge Segment: 11x3 Range: 10/10 Cannonballs: 44 Cannonball Segment: 11x4 Firepower: 10/10 C/C Ratio: 2.316 T/R Ratio: 0.926 Rate of Fire: 1/10 Vulnerability: 5/10 Counterability: 9/10 Spread: 4/10 Use: Whenever you need to fire really long distances or need a lot of firepower. If utilizing this cannon for it's firepower, it is best to team up with a friend due to the low rate of fire. Other: This cannon happens to use slightly more than a stack of redstone. Requires choke
Matsuzen's Spread Cannon This is a spread cannon invented by Matsuzen during the Breaking Core tournament. He used it in the first round of the invitational tournament against LunGGlove. Author: Matsuzen Maximum Charge: 14 Charge Segment: 7x2 Range: 9/10 Cannonballs: 28 Cannonball Segment: 7x3 Firepower: 6/10 C/C Ratio: 2.0 T/R Ratio: 1.5 Rate of Fire: 6/10 Vulnerability: 10/10 Counerability: 4/10 Spread: 7/10 Use: If you need more firepower/range and the enemy team aren't shooting you a lot Other: -
The Heart Cannon A redstoneless spread cannon made for RMCT. The name comes from it's base frame, which looks like a heart. Author: Dewtroid Maximum Charge: 3 Charge Segment: 3x2 Range 1/10 Cannonballs: 4 Cannonball Segment: 3x2 Firepower: 1/10 C/C Ratio: 1.333 T/R Ratio: redstoneless Rate of Fire: 9/10 Vulnerability: 7/10 Counterability: 5/10 Spread: 1/10 Use: Whenever you have no redstone and want to destroy the front of the enemy ship on Airship Battle, you can use this Other: Redstoneless Heavily modifiable to give more range and firepower Requires choke Here is avideo by Dewtriod explaining the cannon. She starts explaining the cannon at 5:18.
The Blood Eagle Cannon This is the heart cannon at it's fullest potential when it comes to range and firepower. Author: Dewtroid Maximum Charge: 8 Charge Segment: 3x3 Range: 7/10 Cannonballs: 9 Cannonball Segment: 3x3 Firepower: 3/10 C/C Ratio: 1.125 T/R Ratio: redstoneless Rate of Fire: 4/10 Vulnerability: 8/10 Counterability: 7/10 Spread: 10/10 Use: It's too difficult to use and has way too much spread for any use at all related to oc.tc Other: Redstoneless Requires sand or gravel Here is a video of Dewtroid explaining the cannon.
HardstyleRaver2's Redstoneless Spread Cannon Author: HardstyleRaver2 Maximum Charge: 8 Charge Segment: 4x3 Range; 6/10 Cannonballs: 8 Cannonball Segment: 4x3 Firepower: 3/10 C/C Ratio: 1.0 T/R Ratio: redstoneless Rate of Fire: 4/10 Vulnerability: 7/10 Counterability: 5/10 Spread: 2/10 Use: Whenever you have no redstone, it would probably be a better idea to build a whiskey cannon, but this can work too. Other: Redstoneless
Shotgun Cannon A redstoneless spread cannon that is actually well fit for PvP. Author: HardstyleRaver2 Maximum Charge: 6 Charge Segment: 2x3 Range: 6/10 Cannoballs: 5 Cannoball Segment: 2x2 Firepower: 2/10 C/C Ratio: 0.833 T/R Ratio: redstoneless Rate of Fire: 10/10 Vulnerability: 2/10 Counterability: 3/10 Spread: 1/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: It's usage is kind of like that of a whiskey cannon, except that it is more of a destructive cannon that you don't set up everywhere. Other: Redstoneless Requires choke
Boomerang Cannon This is a design made by me for teheggy. Author: varis5hawk Maximum Charge: 6 Charge Segment: 2x3 Range: 8/10 Cannonballs: 8 Cannonball Segment: 2x3 Firepower: 2/10 C/C Ratio: 1.333 T/R Ratio: redstoneless Rate of Fire: 10/10 Vulnerability: 1/10 Counterability: 4/10 Spread: 2/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: If you want to split the enemy ship on Airship Battle Other: Redstoneless Requires choke 2 tier cannon
Line Cannon This is the very first 4-tier cannon. Author: Laxaria, Plaatinum10 Maximum Charge: 6 Charge Segment: 2x3 Range: 8/10 Cannonballs: 12 Cannonball Segment: 2x2 Firepower: 3/10 C/C Ratio: 2.0 T/R Ratio: redstoneless Rate of Fire: 8/10 Vulnerability: 5/10 Counterability: 5/10 Spread: 3/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: Destroying enemy diamonds on Airship Battle Destroying tall and wide enemy towers such as the one found on Iris next to spawn Other: Requires choke Redstoneless 4-tier cannon
Redstone Line Cannon This is an upgrade to the Line Cannon made by william_043 and luigishadow2. Author: Laxaria, Plaatinum10, luigishadow2, william_043 Maximum Charge: 6 Charge Segment: 2x3 Range: 8/10 Cannonballs: 20 Cannonball Segment: 2x3 Firepower: 5/10 C/C Ratio: 3.333 T/R Ratio: 4.333 Rate of Fire: 7/10 Vulnerability: 2/10 Counterability: 5/10 Spread: 5/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: Completely destroying an entire lane on Fractal Descent, along with destroying the diamonds in one shot and being able to hit the iron supply from the bottom of the lane. It is effective against lanes in general. Destroying tall and wide enemy towers such as the one found on Iris next to spawn. Other: Requires Choke 2-tier cannon
Dragon Cannon This was a cannon designed by me during the Breaking Core tournament. It was intended for Fractal Descent. It is also known as the Whip Cannon from the fact that teheggy had invented it seperately and called it that. Author: varis5hawk Maximum Charge: 6 Charge Segment: 2x3 Range: 8/10 Cannonballs: 16 Cannonball Segment: 2x3 Firepower: 4/10 C/C Ratio: 2.667 T/R Ratio: 3.667 Rate of Fire: 8/10 Vulnerability: 2/10 Counterability: 4/10 Spread: 5/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: Completely destroying an entire lane on Fractal Descent, along with destroying the diamonds in one shot and being able to hit the iron supply from the bottom of the lane. It is effective against lanes in general. Destroying tall and wide enemy towers such as the one found on Iris next to spawn. Other: Requires Choke 2-tier cannon
Koala Cannon This was a cannon invented by Shaymin492 during the Breaking Core tournament. He used this cannon instead of the Dragon Cannon on LunGGlove's Fractal Descent match. Author: Shaymin492 Maximum Charge: 8 Charge Segment: 3x4 Range: 6/10 Cannonballs: 15 Cannonball Segment: 3x3 Firepower: 4/10 C/C Ratio: 1.875 T/R Ratio: 3.833 Rate of Fire: 7/10 Vulnerability: 4/10 Counterability: 4/10 Spread: 6/10 (Extremely affected by the north/south mechanics, spread increases a lot when aimed east/west) Use: Destroying an entire enemy lane on Fractal Descent from the top of the lane. Other: Requires choke
Helix Cannon The very first double tiered spread cannon. Author: Oversoul96 Maximum Charge: 9 Charge Segment: 7x2 Range: 6/10 Cannonballs: 21 Cannonball Segment: 7x2 Firepower: 8/10 C/C Ratio: 2.333 T/R Ratio: 1.111 Rate of Fire: 7/10 Vulnerability: 9/10 Counterability: 5/10 Spread: 3/10 Use: Any time you need a spread in a tournament, this is your cannon. It can also be used in a public match but with reduced effectiveness Other: 2-tier cannon These stats are given as a 7 wide spread cannon, but making it 9 blocks wide works too, but gives different stats.
Varis5hawk's Spread Cannon This is essentially a modified Helix Cannon Author: varis5hawk Maximum Charge: 9 Charge Segment: 7x2 Range: 6/10 Cannonballs: 14 Cannonball Segment: 7x2 Firepower: 4/10 C/C Ratio: 1.556 T/R Ratio: 0.852 Rate of Fire: 10/10 Vulnerability: 1/10 Counterability: 4/10 Spread: 5/10 Use: Whenever you are facing a team that can really harass a cannoneer with arrows, this cannon offers more protection to the cannoneer than the Helix cannon, as well as being able to hit back more often. It does come with the drawback of reduced firepower Other: 2-tier Bar in front of 2nd tier allows it to be reloaded from the back
HardstyleRaver2's Spread Cannon A spread cannon inspired by a mini spread made by me a while back. Author: HardstyleRaver2 Maximum Charge: 9 Charge Segment: 7x2 Range: 5/10 Cannonballs: 29 Cannonball Segment: 7x3 Firepower: 9/10 C/C Ratio: 3.222 T/R Ratio: 0.974 Rate of Fire: 4/10 Vulnerability: 9/10 Counterability: 6/10 Spread: 4/10 Use: If you need more firepower in a tourney, this is your cannon. You can use this in public matches, too but with reduced effectiveness. Other: 2-tier
The Barf Cannon A rapid fire dispenser cannon introduced by 1.5 dispenser mechanics. Author: Unknown Maximum Charge: 3 dispensers pulsing Charge Segment: 3x1 Range: 4/10 Cannonballs: 3 dispensers pulsing Cannonball Segment: 3x1 Firepower: 10/10 C/C Ratio: 1.0 T/R Ratio: 0.667 Rate of Fire: 10/10 Vulnerability: 8/10 Counterability: 5/10 Spread: 7/10 Use: Whenever you want to completely destroy the enemy side. Other: Dispensers are disabled on Spaceship Battles, Airship Battles, and Medieval Warfare.
HardstyleRaver2's Dispenser Spread Cannon Complete destruction brought to you by 1.5. Author: HardstyleRaver2 Maximum Charge: 7 Charge Segment: 7x1 Range: 5/10 Cannonballs: 14 dispensers pulsing Cannonball Segment: 7x1 Firepower: 10/10 C/C Ratio: ~10.0 T/R Ratio: ~5.133 Rate of Fire: 10/10 Vulnerability: 9/10 Counterability: 9/10 Spread: 7/10 Use: If you want to destroy the enemy side in 2 shots, use this. Other: Dispensers are disabled on Spaceship Battles, Airship Battles, and Medieval Warfare.
The Basic Diagonal Cannon A spread cannon that shoots diagonally Author: Ain360 Maximum Charge: 5 Charge Segment: 4x4 Range: 4/10 Cannonballs: 8 Cannonball Segment: 4x4 Firepower: 3/10 C/C Ratio: 1.6 T/R Ratio: 0.882 Rate of Fire: 7/10 Vulnerability: 9/10 Counterability: 8/10 Spread: 7/10 Use: You can use this cannon on Sky Traffic to hit the enemy base from a difficult angle. Other: -
*Mucho Macho Spread Cannon *A diagonal spread cannon that fires a lot of TNT. Author: MonstroGato Maximum Charge: 6 Charge Segment: 3x3 Range: 2/10 Cannonballs: 18 Cannonball Segment: 4x4 Firepower: 7/10 C/C Ratio: 3.0 T/R Ratio: 4.0 Rate of Fire: 3/10 Vulnerability: 10/10 Counterability: 9/10 Spread: 7/10 Use: If you manage to capture the enemy bedrock islands on Avalanche, you can use this cannon to hit their frontline. You can use this cannon on Sky Traffic to hit the enemy base from a difficult angle.
The Chaos Cannon Although the original chaos cannon was invented by Etho; this version of the chaos is much more effective. It requires less supplies, and has more firepower. Author: Unkown Maximum Charge: 8 Charge Segment: 3x3 Range: 5/10 Cannonballs: 27 Firepower: 5/10 C/C Ratio: 3.375 T/R Ratio: redstoneless Rate of Fire: N/A Vulnerability: 7/10 Counterability: 1/10 Spread: 6/10 Use: To counter enemy spread cannons, glass staircases, and skybridges, never use it outside this purpose. Other: Redstoneless Dry
Special Cannons Special cannons don't have cannonballs. They shoot other things than TNT. The most common special cannons are Icarus type cannons. Icarus cannons shoot players. There are many types of Icarus cannons, but only two are commonly seen. For this section, we will be replacing everything about cannonballs with a "Projectile" stat. This stat tells you what the cannon fires. We also have an "Ammo" stat. This stat tells you how many projectiles the cannon fires; this can be infinite. The C/C ratio will not be included here.
The Basic Icarus Cannon This cannon originally made players sit in boats to be fired off; after 1.4, this no longer worked. Author: CacklingPanda Charge: 11 Charge Segment: 2x6 Range: 6/10 Projectile: Players Ammo: Infinite T/R Ratio: 0.688 Rate of Fire: 8/10 Vulnerability: 9/10 Counterability: 5/10 Use: If you can, use an Icarus cannon every time instead of a bridge. An enemy can't use your Icarus. Other: You will need diamond armor to use this cannon To not die from the fall, you need to place down water right before you land; practice.
*The Disposable Icarus Cannon *This cannon is much more resource friendly than the basic Icarus Author: Unknown Charge: 8 (can be extended to 12 and even 16) Charge Segment: 3x3 (can be extended to 4x3 and even 4x4) Range: 5/10 Projectile: Players Ammo: Infinite T/R Ratio: redstoneless Rate of Fire: N/A Vulnerability: 4/10 Counterability: 1/10 Use: If you can, use an Icarus cannon every time instead of a bridge. An enemy can't use your Icarus. Other: You will need iron armor to use this cannon To not die of the fall, you need to place down water the split second before you land, practice
Gamemode 1's Icarus This is an icarus cannon invented by the tournament team Gamemode 1 during the Breaking Core tournament. Author: Gamemode 1 Maximum Charge: 21 Charge Segment: 2x6 Range: 10/10 Projectile: Players Ammo: Infinite T/R Ratio: 0.344 Rate of Fire: 6/10 Vulnerability: 8/10 Counterability: 10/10 Use: When you need to icarus extremely far Other: Requires 1 repeater
CLAF Icarus Cannon This is an icarus designed by xClafx. It is also known as the "Impact Icarus." Author: xCLAFx Maximum Charge: 18 Charge Segment: 3x3 Range: 10/10 Projectile: Players Ammo: Infinite T/R Ratio: 2.25 Rate of Fire: 6/10 Vulnerability: 10/10 Counterability: 10/10 Use: If you need to icarus extremely far Other: Requires 2 repeaters
*Varis5hawk's Diagonal Icarus Cannon *This is a diagonal icarus cannon inveted by me to make the enemy come into awkward defensive positions. Author: varis5hawk Maximum Charge: 9 Charge Segment: 4x4 Range: 5/10 Projectile: Players Ammo: Infinite T/R Ratio: 0.563 Rate of Fire: 7/10 Vulnerability: 8/10 Counterability: 10/10 Use: Getting onto the enemy ship on Sky Traffic from the ship nearest to the enemy supply balloon. The cannon can be used similarly on Avalanche to get onto the frontline from the bedrock islands. Jumping from one spot and landing in another to put you into an unexpected area for the enemy. Other: Fires diagonally
*POOPSGOOD's Diagonal Icarus Cannon *This is a much smaller diagonal Icarus Cannon than mine. Author: POOPSGOOD Maximum Charge: 7 Charge Segment: 3x3 Range: 4/10 Projectile: Players Ammo: Infinite T/R Ratio: 0.583 Rate of Fire: 9/10 Vulnerability: 7/10 Counterability: 10/10 Use: Icarusing from the enemy bedrock island to the enemy frontline on Avalanche. Other: Fires diagonally
If you want to look at these designs in and out, you can download the world used in this guide right HERE.
Usage
Now that you might know what cannon to use, you need to know how to use cannons.
Aim Aim consists of 2 things:
*Mounting Block Variation *The different mounting blocks (as shown at the top of the section), are slab, full block, fence post, ladder, and trapdoor (under this subheading I will be talking about a closed trapdoor with no fence post).Slabs are not too useful for line-fire cannons as they reduce range a lot, and their low shot is achievable with a trapdoor. They are an amazing mounting block for spread cannons, though. They are very simple, have a large area in which you can place TNT on, and don't really hinder player movement. Therefore, whenever building a spread cannon, use slabs. Full blocks are bad; don't ever use one as a mounting block. It reduces range extremely, and the shot angle is unpredictable and low. A ladder, giving a high angle, is optimal for counter cannoning (the act of building a cannon to destroy another cannon) against cannons in the air, but it should be used whenever you need a high angle on your shot. Fence posts are the optimal mounting block for a line fire cannon in normal purposes. It gives a semi low shot making it easy to time your shots correctly and has the most range a mounting block can give. Trapdoors give a very low shot. This gives it 2 usages. First of all, if you are hitting a target that is below your cannon considerably, a trapdoor makes it easy to hit that. Secondly, it is good to use with long range cannons as they tend to send the TNT flying too far up in the air for it to land properly.
Building How you really build a cannon is up for your personal preference. No building style is identical. Try to find a building style that you like and practice at it. Cannoneers that are really fast at making cannons have practiced hours upon hours just to make their time I little bit faster. On spread cannons, though, it is strongly recommended against making a platform for your cannon. It is slower and makes you more vulnerable to arrow fire
Reloading As for reloading your cannon, it differentiates between line-fires and spreads. Typically, on line-fire cannons, the reloading technique is a personal thing, but on spread cannons, there are really only 2 ways of reloading it that provides the speed to not get countered. They both circle around the act of running side to side and spamming your mouse.
Targets You don't want to place a cannon randomly and hope for kills/effectiveness. When you are building your cannon, put it in a spot where it will destroy something important.
Designing Your Own
There are a few things to think about when designing your own cannon.
Cannonsare one of most important aspects in a DTC/DTM match with TNT. Whoever hascannon control, usually wins the game on most maps. Good cannoneers will oftendetermine whether you win or lose. Sometimes, in these strategies, you willneed some skill in PvP. YLO's PvP Guide has some very good tips to become a good PvPer, which isextremely handy in some of these strategies. ** Airship Battle** AirshipBattle’s gameplay is almost completely focused on its rotors. Whoever controlsthe rotors usually wins the game. Cannons can be used to assist your teammatesto wrest control of the sky. Due to the low amount of block resistance in the terrain, cannons deal enormousdamage in only one shot. A decent spread cannon can completely destroy theenemy side in very little time. This strategy focuses on the rotors and then destroying the enemy side. Initial Supplies
There are 2 bridges to the bedrock island. In this scenario, the bridges will be like this (top bridge) and this(bottom bridge). Here, TNT spam your way across over the top bridge, first. Now, run to the bottom bridge (you will be on their side while running in between bridges if you are doing this correctly), and _TNT spam _your way back to the island. From now on out, your job is to hold this island for the rest of the game. Usea combination of cannons and arrowfire to keep the enemies away from yourisland. Build Varis5hawk’s Diagonal Cannon aimed at the enemy frontlines; use3/2 charges to hit the frontline area. Having a longer delay on the 3 chargeshot will make it skim along the wall, changing its direction to hit the otherside of the frontlines. If you destroy a part of the wall along thecannonballs’ way it will stop the shot, so vary your shots carefully. Build a 4 cannonball whiskey cannon aimed directly at the enemy side. Use 3charges put as far forward in the cannon as possible along with a ladder as amounting block and an early timing to hit the top area of the wall. After that,use fence posts for your general shots. If the enemy control their side island on the other side of the map, build a fewMarksmen Cannons aimed at the island. Fire them when you have spare time. If the enemy build a skybridge, build an Arc Cannon aimed at it. Use 4 chargesto hit it, and if it doesn’t hit, build the cannon higher up. You need to have an observant eye at ALL times. Look for enemy attempts tocapture any islands, especially the one that you are on. From your spot, youneed to control the field of play. ** Medieval Warfare** MedievalWarfare is a map that tends to contain a lot of spread cannons. The team withcontrol of cannons usually wins. A good counter cannoneer can be deadly. Themap also features Power III bows, which are game changing in the hands of anexperienced bowman. A Power III bow has the chance of killing an unarmoredplayer in one shot; if not, it will deal massive damage. Medieval Warfare alsosupplies with good Icarus Cannoning options, which you need to watch out forwhen you are watching frontlines. Initial Supplies:
TNT (576)
Bow
Diamond Pickaxe
Diamond Axe
Water Bucket (2)
Stone Buttons (64)
Redstone (96)
Wooden Planks (512)
Ladders (32)
The side next to the third base is almost useless as the third base isalready destroyed. Your cannon should destroy the nearest bridging spot to getto the core. This reduces enemy defensive capability, as well. You want to keep firing this cannon until the game ends; it is extremelyeffective as a deterrent for enemies on the second base. ** Spaceship Battles **Spaceship Battlesis a cannon heavy map. Whoever has cannon control usually wins. That beingsaid, there are a lot of defenses to reduce the power of cannons, for exampleputting water on your ship and antennas. This does not reduce importance ofcannon dominance on this map, though. There are 2 objectives that can becompleted with cannons as well as 4 diamond veins that have TNT in them to makethem easily destroyed. In a public match of Spaceship Battles (also known as“SSB”), there are often a lot of spread cannons that are built. A person who isable to counter spread cannons well can completely change the course of thegame. In this strategy, that is your job. You will be the guy who tries todestroy every single spread cannon in enemy hands. You will also try to destroydiamonds and antennas. Initial Supplies
TNT (384)
Bow
Diamond Pickaxe
Diamond Axe
Water Bucket (2)
Buttons (32)
Redstone (32)
Wooden Planks (512)
Fences (20)
TNT in backdefense requires a bit of creativity, but is extremely effective if you canpull it off. ** Clearing the Area** A very widespread and simple strategy when defending in DTM and DTC is todestroy the area around the core/monument to make it more visible and lessvulnerable to tunnelers. TNT, if obtained, can be used to speed up this processby about 50 times. Note that you have to be very careful when doing this, sothat you don’t damage anything that is of importance (chests, diamond supplies,etc). ** Bombing Offensive Efforts** This is a tactic rarely used due to unpredictability and possible backfiring.If you build a small bombing platform above your core, you can destroy anattempt to get the objective. Your own TNT can’t damage your own objective, butit can light off enemy TNT. If the enemy covers himself in in blocks then hewill only take half a heart of damage from the explosion. Additionally, if thecore is watered, then it won’t destroy the blocks he has around him. This doesNOT mean that you shouldn’t put water on the core. Bombing your own objectiveto kill the enemy should only be used as a last resort when your defenders aredead. ** Water** Water is literally the most powerful defensive tool on a map with TNT in it. Onany objective that has a non-obsidian monument or a core, cover the entirething in water, with a lot of source blocks involved. If your objective isn’twatered then the enemy can easily run up and blow the objective up or cannon itfrom afar. This isn’t really a TNT tactic, but more of an anti-TNT tactic.
Defensive TNT will mainly be within blowing up pits to make the objectiveharder to access. If there is a defensive strategy including TNT, it will be featuredbelow. All of these strategies require skill within PvP to assist you in yourdefending. This guide byyour_loved_one has a lot of useful tips to make you improve your skill withinPvP. A lot of patience is required while defending. Alertness is also extremelyimportant. This can come naturally, or require practice. What some people do islisten to good music while they wait, but this can disturb your alertness asone part of defending is listening for tunnellers. On that note, it may helpyou to turn up your “Blocks” volume and master volume while turning the otherparts down. If done perfectly, you should hear blocks being broken/placed a lotlouder than normal while everything else stays normal. ** Avalanche** Avalanche is a map almost completely focused on its islands. Whoever controlsthe islands usually wins. Skybridges, though, are extremely powerful, becauseof the high build limit. Avalanche PvP usually comes in through bows. Bows aresecond to TNT as the most commonly used weapon on Avalanche. This means thatdiamond armor is very important. Defense on Avalanche usually comes throughblowing up the mountain below the core to make it harder to get to. This is abasic defensive strategy for Avalanche. Initial Supplies:
Race for Victory Race for Victory is the oldest CTW map to ever play on these servers. It isknown for its long and heavily defended games. Supplies are extremely limited,and a team that can get renewable supplies is at an advantage. The wooldefensive pits tend to be rather small, so due to the small size, if a team hasrenewable supplies, it is good to focus on more advanced defenses. Initial Supplies:
Allbums TNT Running and Cannon Strategies http://imgur.com/a/vaTPx Cannons http://imgur.com/a/ExRUr TNT in Defense http://imgur.com/a/wB0Fu
Cannon World Download ** Special Mentions **Push_red_button: Indirectlymade me start cannoning more often. HardstyleRaver2: Moral support, showing me cannons, and overall being a reallycool guy on this. Cascoid: Providing the server and world download for the cannon world. ElectroidFilms: Letting me borrow Last_Username’s map testing server so that Icould obtain the pictures that I needed for DefensiveStrategies. ItzaMeLuigi_: Indirectly showing meTNTspamming. Plaatinum10, punxtr and MK325: Giving me corrections on information on thecannon section. Ain360: Making me get the insight to see what cannons are good/bad and in whatway. erdan999: IRL moral support. Hive_Raven, _Dx, Hivlik, albinodruid15, peji75, MasterBoy91, and lots of other awesome people: Moralsupport.
Final Words I want to thank you for reading this guide. If you feel it helped, feel free to say so. I have spent more time on this than any person should ever do, and I hope that it helped you as much as I hoped it would. I spent over 72 hours on this, even going through a night being extremely tired, but I kept on going. I just wanted to get this out to people who could obtain this knowledge a lot faster. The people on the list above me are people who are the foundation of this guide. Nothing would have happened if it wasn't for them. Thank you for reading this guide.
I do hope that Avicus gets tnt maps in the future. That will bring a lot of players in
Mission accepted, do you see me and Junr's newest map: Juntenka? That's a TNT map, go check it out some time ;)
Anyway, OP... the large letters are very painful on the eyes... make them smaller but big enough to be noticeable... otherwise they're too noticeable.
nice copy paste
At least it's useful, how useful is your comment?
grabe pj galing mag type :P