
Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy
The cart cannon
The cannon is an item made for the cart rather than a handheld weapon.
R.E.P.O. lets you put a cannon on the hauling cart: the game ships it as its own item with a build-up before firing, recoil afterwards, and lights that show when it is live.
What the game establishes
- The cannon is an item made for the cart rather than a handheld weapon. (checked against the game's own files)
- Firing has a build-up, a shot and a return of its own. (checked against the game's own files)
- The cannon records whether it is a single shot. (checked against the game's own files)
- It has a colour and a light showing when it is on. (checked against the game's own files)
- It has its own firing and recoil animations, with a moving nozzle. (checked against the game's own files)
- It has a grab point and a screen showing the cart logo. (checked against the game's own files)
- A laser version of the cannon also exists. (checked against the game's own files)
- The cannon has an investigation range and a corrector it is aimed by, a light at its grab point, and sounds for booting up, aiming, turning quickly, grabbing and letting go. (checked against the game's own files)
- Its shooting has a transform and two stages of build-up of its own, and it fires with a sound that comes in a local and a shared version. (checked against the game's own files)
In play
The cannon is a fixture for the cart. The game ships it as its own item rather than as a handheld, which is why the cart can become a platform rather than only a trolley.
It has to charge before it fires. The game keeps a build-up time, a firing time and a return time, which is why firing is a decision with a wind-up rather than an instant.
It can fire once or repeatedly. The cannon records whether it is a single shot, so a build-up of the same shape can mean different things.
Firing is staged in two parts. The cannon has a transform for its shooting animation and two stages of build-up, and it fires with a sound split between what you hear and what the whole crew hears, which is why a cannon going off is not the same noise to everyone.
It tells you when it is live. The cannon has a main colour and a light of its own, so its state is visible without a menu.
It recoils. There is its own animation for firing and for the kick, with a nozzle that moves, which is why the shot is felt on the cart.
It has a grab point and a logo screen. The cannon can be grabbed at a point of its own and shows the cart logo, so it belongs to the cart rather than merely sitting on it.
It is aimed rather than only pointed. The cannon has an investigation range to work within and a corrector that does the aiming, with a light at its grab point and sounds for booting up, for aiming, for a quick turn and for being picked up and put down.
There is more than one kind. The game ships a laser version alongside it, so the cart can be armed in more than one way.
What this entry does not tell you: how much damage it does, how long the build-up lasts, or what it costs. We have not verified those numbers, so we do not print them.
Related
How the game behavesThe cart and its boost padsThe cart is driven by physics values, including a speed limit and a softer settle speed.
Weapons and ammunitionWeapons you can bringA gun is a defined item in the game.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.