Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
02-12-2010, 01:11 PM
Well, being an escort player myself (and stuck in a BoP) since open beta, and having used DHC's and DC's myself, i can say this with certainty: They both make for okay damage dealers, but there's a serious difference in usage.

Dual Cannons.

Best usage: Sustained shots/rapid fire, charging an enemy line whilst firing two of these in rapid succession (even with a global cooldown, having 2 means always firing 1 whilst the other cools down) will cause massive damage, you can use this as you enter the 10km range, and cruisers are pure suckers for this, overwhelming shields with rapid fire and dealing massive hull damage on larger ships seems to be the best use for these.

The problem: If you're targeted, be prepared to break off with little chance to do damage with those rapid fires. You need to stay in range for the entire volley to hit, which means flying in a straight line or going slower than usual. It means you have a limited time to act, and it's harder to hit small, agile targets.


Heavy dual Cannons.

Best usage: Burst shots/hitting where it hurts, chasing down a ship and only having to fire twice to deal the most damage is good for heavy cannons. Fitting these babies can bag you an escort/science/bird of prey, especially when they're flying around crazily. This sort of weapon is best used on targets with weak shields, where heavy hits will take it out for your torpedoes.

The problem: As you've figured the playstyle is the exact opposite. As such, usage against larger vessels is restricted at best. I've seen a Bird of Prey with heavy cannons just get shredded by a cruiser i nearly killed with no damage to myself. (didn't feel like feeding his teammates a kill so i fled when his three buddies arrived.) Heavy cannons can't deal enough constant damage to lower shields properly. they don't fire fast like regular duals, but deal heavy damage. you could call these the 'mini torpedoes'. They're faster than torpedoes, yet much slower than dual cannons and it shows too:

My escort couldn't finish a fleeing BoP, but someone with heavy duals can, conversely i can rip a battleship to shreds, whilst someone with heavy duals would have a hard time keeping up with shield regen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
02-18-2010, 06:26 PM
Thanks for this post, really informative.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
02-21-2010, 05:41 PM
Quote:
Originally Posted by Dasorine
Damage Types

Ships can have different resistances to different damage types. There also seems to be some other subtle side-effects to the different types:

Space energy types:

Phaser: Chance to disable a random subsystem
Disruptor: Chance to debuff damage resistance
Plasma: Chance to proc a fire based DoT
Tetryon: Chance to proc Shield damage
Polaron: Chance to drain power from all subsystems
Anti-Proton: Bonus Crit damage

Also Ground based damage types:

Phaser: Chance to stun
Disruptor: Chance to debuff damage resistances
Plasma: Chance to proc fire based DoT
Tetryon: Chance to proc Shield damage
Polaron: Chance to proc weapon disable
Anti-Proton: Bonus Crit damage

Projectile:


Photon: Less damage but faster fire rate. Regular boff effect.
Quantum: More damage but slow fire rate. Regular boff effect.
Plasma: medium damage with a chance to apply a DoT that ignores shields (decent against both unshielded and shielded targets). Plasma's version of High Yield fires a Plasma Ball that can be targetted and shot down.
Transphasic - low damage, but more of it penetrates shields (very good against shielded targets, mediocre against unshielded targets). Comes with standard Boff powers.
Chroniton - can slow down enemies. (nice for making enemies' weakened shields harder to protect, or as a rear launcher to use when running away). Comes with standard Boff powers.
Tricobalt - very high damage, and a short disable effect (stops target from using any powers for a moment). has a very long cooldown and doesn't get modified by Boff powers.
Quick question, my tooltip for anti proton weapons mentions it's special is bypassing shields ocassionally... Has this been confirmed as its proc, or is it really just a higher crit chance?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
02-21-2010, 10:54 PM
Not sure, the tooltip states one thing but no proc is stated in the lower info like other weapons and the only information from official sources about procs was from beta and that was that it will be the crit chance.

If someone tests and find some proof that its otherwise I have no problem changing it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
02-24-2010, 01:18 AM
Regarding: Tetryon: Chance to proc Shield damage

I see Tetryons have a -80 shield proc. I suspect that at a 2.5% chance to proc, the proc in fact lowers the shield power setting by 80%, rather than doing 80 extra shield damage as that is a very small amount when facing an 8,000 HP shield.

Any info on this, please? Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
02-24-2010, 04:26 AM
Quote:
Originally Posted by Christopher Lloyd
Regarding: Tetryon: Chance to proc Shield damage

I see Tetryons have a -80 shield proc. I suspect that at a 2.5% chance to proc, the proc in fact lowers the shield power setting by 80%, rather than doing 80 extra shield damage as that is a very small amount when facing an 8,000 HP shield.
Yes, it's the same chance as the other energy type procs, but no, it's 80 damage to all facings (so 320 damage in total), not a reduction in shield power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
02-24-2010, 02:34 PM
Quote:
Originally Posted by BigBadB
Yes, it's the same chance as the other energy type procs, but no, it's 80 damage to all facings (so 320 damage in total), not a reduction in shield power.
Really? That makes the proc pretty useless on higher levels where as mentioned, you're facing 8.000 or stronger shields. Esp. compared to Phasers' proc to take down an entire system (so it could be the shields - all of them, or at least the facing that's been hit).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
02-25-2010, 12:42 AM
Quote:
Originally Posted by BigBadB
Yes, it's the same chance as the other energy type procs, but no, it's 80 damage to all facings (so 320 damage in total), not a reduction in shield power.
Quote:
Originally Posted by Lord_Calidor View Post
Really? That makes the proc pretty useless on higher levels where as mentioned, you're facing 8.000 or stronger shields. Esp. compared to Phasers' proc to take down an entire system (so it could be the shields - all of them, or at least the facing that's been hit).
If indeed it only does 80 damage to all shield facings on a 2.5% proc, I would probably choose phasers for skillpoint savings.

Thanks for the replies!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
02-27-2010, 04:23 PM
What about the patatronic shield array? I had one, it have higher strength than a covarient and even less regen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I have a few questions still after reading all the above posts.

I have defiant class escort with 3 heavy cannons and 2 turrets (and one torp).

I have 3 "prefire chamber" tactical consoles that add +15 cannon weapons each (I read earlier that they stack).

1. 3x(+15) = +45 cannons, but what exactly does that mean. Does every cannon shot land with +45 damage, meaning that a 180 damage plasma cannon now becomes a 225 damage plasma cannon?

2. If the +45 is added to damage on each volley, then is it preferred to have normal dual cannons instead of dual heavy cannons? Although dual cannons have half the damge , but twice the fire rate (making dps normaly the same as dual heavy) having +45 dmg bonus applied each volley would mean that the bonus is added twice as often for dual cannons vs dual heavy cannons, giving more dps to the dual cannons.

3. I have read a lot of posts stating that the 3rd heavy cannon (or dual cannon) only gets 1/3 of its normal dps due to the overlapping cooldown times with the other 3 heavy cannons. If that is the case, what is the preferred configuration for escorts with 4 weapons in front and 2 int eh back? I plan to keep using 2 turrets in the back to add to my head-on dps, and one torp in front for shield-down dps, but what abou tthe other 3 slots? My choices seem to be:
- 3 dual heavy cannons
- 2 dual heavy cannons and a front turret
- 2 dual heavy cannons and a front beam weapon.
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