No beam are unaffected by distance only cannons and turrets are. Its one of the advantages of beams.
So BigBadB's calculations from the past no longer hold true?
Allowing for a margin of error in the data, then, it appears that beam weapons do maximum damage up to 1km, and then start to drop by around 4% damage per km, down to about 35% damage at 10km
Average damage of a phaser beam array at different ranges:
Range (km) Damage
while cannons still suffer from a drop;
Once again allowing for a margin of error in the data, it appears that cannon weapons do maximum damage up to 2km then start to drop by around 8% damage per km, down to about 65% damage at 10km
Average damage of a dual phaser cannon at different ranges:
Range (km) Damage
Seems a bit unfair towards cannon to have a damage to range modifier.
It is based off what reasoning, please? As I was unaware of this change.
Certainly not drag resistance, I hope. That would seem rather silly in the vaccum of space.
Nice find. I stand partially corrected then. Beams are affected by distance just less so than cannons.
Which leads me to believe things are working as intended because the key to using Beam Arrays is to broadside an enemy and the key to using Cannons is maneuverability, so all is as it should be. Also, I think this thread should probably be mode to the PvP section(s) of the forum.
It's all about the firing arc. Canons get a small arc for increased dps, beams get the opposite. what's the problem here? Nothing stopping you from equipping beams on your escort, I wouldn't recommend it, but there's nothing stopping you from doing it.
In order to keep fights on the same plane all weapons should have a 60° angle limitation. Always as much as the current pitch of our ships. Especially in pvp you see more and more cruisers hovering way above or below the scene with weapons and targeting on auto giving decloaking escorts a real hard time to do something during their short live span. This has to be done with everything in the game even turrets and torpedo launchers from space stations or minefields. It's only fair to be able to return fire when being fired upon (cannon escorts).
Make no sense at all......go back and rethink this....but stay sober this time.
I'm not sure, but I think he's actually talking about VERTICAL firing arcs here. Specifically the fact that beam arrays can hit a target directly above or below the ship, but weapons with more limited firing arcs (like dual heavy cannons) cannot(it's more like a 45 degree cone in front of the ship).
The effect is, it gives beam array users a huge advantage if they can get some vertical distance over everyone else. The real problem is the highly constrained vertical flight angles. if the escort can pitch up or down enough to get the cruiser in question in his firing arc, there isn't a problem. this isn't always the case though, so the escort would have to eat the beams while he climbed up close enough to the cruiser to get it within the vertical angle limit.
He's basically saying that all weapons should be constrained so they can't fire straight up or down, to avoid this disparity...
"Almost" being the key word there. The problem is, as stated, that the reasoning for the beams arcs is a balancing issue. While yes, that gives a cruiser with vertical position an advantage, it is a testament to the cruiser pilot's skill that he/she uses that advantage. Also, if you consider the weapons themselves, it does make some sense. Beam arrays on the ships have usually been positioned at various points across the ship to provide full coverage. Unless I'm mistaken, the Enterprise-D could have fired up to 4 different arrays from a high vertical position. However, cannons are usually positioned such that a much smaller arc is available, due to the smaller, more concentrated aperture from which the cannons emit. While the game doesn't have to use, and often doesn't use, canon as restrictions, there is a precedence in the shows for the choice. In the end, however, it comes down to balance. The ability to use beams to great broadside affect from any angle is why people use them. Cannons, however, lack that flexible positioning, but are extremely powerful when placed on a highly maneuverable ship. These are facts the devs will not change. The only suggestion I have for the OP is to develop tactics to defeat the cruisers, as there are many available to do so.
The only suggestion I have for the OP is to develop tactics to defeat the cruisers, as there are many available to do so.
I suggest Jam Sensors + Scramble Sensors + Evasive Maneuvers. It should buy you some time to get to the Cruiser or run away. Also, never forget, PvP is a team-effort, and I doubt Escorts were designed to win against a Cruiser in a 1v1 fight unless there are unusual circumstances in effect.