
Cyclone
The longer the weapon fires, the higher its rate of fire.
The arms race is often the engine of progress. Who would have thought that you could squeeze out additional firepower from a twin autocannon. But it happened. Moreover, Cyclone's rate of fire rises while shooting!
| Power score | 2000 |
| Explosive damage | 33 |
| Fire rate | 87 |
| Range | 81 |
| Accuracy | 64 |
| Time to overheating | 65 |
| Ammunition | 320 |
| Durability | 714 |
| Energy | 10 |
| Mass | 729 |
- Reliability: Durability +10%
- Reliability: Mass -17%
- Reliability: Protection from all damage +10%
- Power: Damage +5%
- Power: Explosion radius +10%
- Power: Time to overheat +10%
- Handling: Spread -17%
- Handling: Projectile speed +15%
- Handling: Rate of fire +10%
Add a cabin, modules and a co-driver next to it and every stat shows its base value next to the final value. Reload, overheating, cooling, spread and speed get a side by side visual, and every changed number opens a breakdown of which part changed it.
Every build is a link, so you can share it or keep it. This part's link id is cyclone. Add more parts with commas: #b=cyclone:1,<other id>:1.
- This part alone:
https://crossoutsynergy.com/#b=cyclone:1
Fusion ids, added as a fourth field and joined with +: reliability-durability-10 reliability-mass-17 reliability-protection-from-all-damage-10 power-damage-5 power-explosion-radius-10 power-time-to-overheat-10 handling-spread-17 handling-projectile-speed-15 handling-rate-of-fire-10