Tutorial:TNT cannons/Manual cannon

In manual cannons everything is loaded by hand. This includes TNT and might include other entities such as sand.

Underfoot (Uf)

In an Underfoot, every TNT is placed below the player. This easy technique allows fast loading - due to the player not having to look around as much - as well as integration to a roof or hallways.

Many cannons only have the boosters loaded Underfoot, but this technique also finds application in some Buffer cannons for that it brings more distance between the player and the TNT exploding below.

Overhead (O)

The antonym to an Underfoot. An Overhead has the advantage compared to an Underfoot, that you can load 4 TNT above yourself instead of just 2 (3 with sneaking) below yourself. This allows for very fast loading while still maintaining high reliability and a small footprint.

This is a favorite among cannons that shoot few but powerful shots. Its big drawback is that you can't load it while the TNT is removed from the Chamber though this problem can be minimised.

Crossbow (X)

A Crossbow can fire multiple shots for every time the player loads it. This allows for rapid fire, and reduces the time playershave to wait for the chamber to be cleared or to run around to avoid damage.

It finds application in cases where very rapid fire is needed. They can bypass the problem of clearing the chamber by using multiple ones - though this dramatically increases their footprint.

If the Crossbow is build using different ignition points for each shot it is also called a stack-crossbow. The alternative is pushing the other TNT into position.

Sustainable loader (Sl)

A Sustainable loader can be loaded continuously without the player waiting for the Chamber to clear or with very short clearing durations.

All advanced cannons are some kind of Sustainable loader but this can be hard to achieve depending on the cannon type.

A combination of Overhead and Sustainable loader is called Perma loader.

Buffer (B)

A Buffer cannon provides at least 8 blocks of distance between the player and the nearest exploding TNT. This prevents the player from taking damage while loading when the cannon shoots.

Cannons which continuously shoot in fast intervals are prime candidates for Buffer cannons. They might not be used, when it is of no great disadvantage for the player to move away from the cannon or to tank the damage since they can greatly increase the footprint of the cannon.

Semi automatic (Sa)

A block stream (not the cannon).

A Semi automatics is loaded without the player looking around or moving. This is achieved by using block streams to guide the TNT into its position in the chamber. This can lead to the highest loading speed possible in the game. It can be very compact for how fast it can shoot.

This design choice is mostly used in cannons that fire continuously in short intervals since it is less affected by the problems of clearing the chamber, especially when combined with Crossbows. A Semi automatic also prevents the player from having to wait for other player when loading a cannon together. The biggest drawback to a Semi automatic is, that the loaders might be slow or unreliable due to packet loss and ghost blocks, especially if they use zero ticks. Countermeasures can get quite big so this is why Overheads are still used more in bigger cannons.

Double cannon

This is a common cannon layout.

Putting two cannons right next to each other can decrease the time spent on waiting for the cannon to shoot to avoid damage. This is also the easiest technique to achieve out of all here and pretty engaging to fight in.

Branches (Br)

Though technically also not a single cannon, a Branching cannon is often treated as such.

With the help of branching block streams, multiple cannons can be loaded at the same time by a single player.

The use of multiple cannons decreases the severity of any chokepoints like chambers or the launch point. Also it evades rules about how fast cannons are allowed to shoot. Drawbacks of the technique are, that it is the biggest of all discussed up to now and oftentimes it is enough to damage one of the cannons to kill all Branches of the cannon.

Blockstream

One can just direct their TNT directly to the enemy using a block stream and drop it above them (or use it in other ways). Generally this would be the most efficient cannon. The problem with it is just, that a Blockstream cannon usually is extremely exposed and easy to spot and kill.