Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 cannons vs beams vs torpedos
03-06-2010, 08:11 AM
I have been playing around with diffrent ships and configurations and it looks there needs to be a tweak somewhere.

the issues I've ran into mostly consist of the ability to fire weapones at the same time. for instance...

beams - fire all beams command while not fully working fires 4 beams at a time but the cool down allows a full beam cruiser to fire the second set if timed right for massive broadsides. This is only hampered by the cruisers slow turn rate, which is arguably the most annoying thing about them. but, as far as i can tell they seam to be the most dps available in that configuration.

Cannons - are hindered by a cool-down, a global cool-down and a forced staggered firring pattern. if they could fire all at once they might have a chance of being just as good as beams with their added dmg but as is on my escort I've noticed that my damage output is no where near my full beam output. this is i believe caused by the staggered fire mixed with the cool-down because it limits your number of effective cannons a ship can equip. and, if that wasn't bad enough it also appears that the cannon cool-down may apply to both light and heavy cannons equally. so u cant mix it up effectively.

Torpedoes - fire staggered and have a universal cool-down as well. thus, also limiting their effectiveness in many possible applications. granted torps are very effective against hull as it is but they would be properly feared if you could fire them in waves or salvos. say if you had an escort set up with all torps u could dive in hit shields with attack run and turnaround using your turn rate against larger targets to face your rear torps at a most likely weakened shield or exposed hull.

At any rate i think the problem is the staggered fire rates. i think they should be removed. maybe even have proper grouped firring settings. then the auto fire option would not really be needed and the weapons would once again be brought into line dmg wise i believe.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-06-2010, 09:56 AM
I agree. It seems that if you put more then 2 cannons of ANY type it creates a firing cooldown problem where firing extra cannons is interupted by one of the first two.

And it does seem to me that my cruiser puts out a more constant rate of DPS that well, makes it feel like it has more damage output then even my escort ship. It seems most of the time I am trying to get lined up for a front firing cannon run (after loosing forward shielding and needing to put a stronger shield face in the line of fire) , that my overall DPS is next to nothing compared to that of my cruiser.

Why not allow all of the weapons to fire at the same time. I mean damn I have 2 tactical officers at ready stations firing weapons. I should not even have to press a "FIRE" button once I issue the command to fire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-06-2010, 03:11 PM
Why do poeple keep on insisting torpedoes have a universal cooldown. They don't if you have different types, they also have different flight speeds so my first goes at high yield second flys fast enough to arrive at the same time and third was on it s way with spread as they hit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-06-2010, 03:27 PM
Quote:
Originally Posted by Kevscar View Post
Why do poeple keep on insisting torpedoes have a universal cooldown. They don't if you have different types, they also have different flight speeds so my first goes at high yield second flys fast enough to arrive at the same time and third was on it s way with spread as they hit.
sry think you have the wrong idea about the cool-down i'm refering too. the universal cool down on torps i was talking about is the global cool down that affects all weps. bascicaly saying you cant fire them as fast as you hit the space bar or even 4 launchers at a time like you can with beams. and, on that note i dont think we should have to load diffrent types if we dont want to, just so we can make our torps effective. do you really?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-07-2010, 02:54 AM
See thats the trouble with you borg we humans can adapt to turn a poor system to our advantage we make the best of what we have.
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