Lt. Commander
Join Date: Dec 2007
Posts: 120
What exactly is the advantage of a cruiser using single cannons instead of beam weapons (beam arrays, dual beam banks). It seems that the Damage Per Shot is much lower. Is the rate of fire for single cannons significantly higher? The game doesnt mention a rate of fire for non-torpedo weapons. I really like the look of the cannon fire, plus I figure that cannons have to be good for something (otherwise they wouldn't be in the game). Can someone explain the game mechanics differences between the different systems???
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-14-2011, 03:57 PM
From dividing the damage over time by damage per volley for the various weapons, it appears that all energy beam weapons fire every 1.25 seconds.

Cannons, Dual Cannons and Turrets fire every 0.75 seconds.

Dual Heavy Cannons fire every 1.5 seconds. (Exactly half the fire rate of Dual Cannons)

Torpedos fire at a rate of 6.5, 8.5, or 10.5, so it appears that there is a 0.5 second lag time between reloads of a weapon, or perhaps this is firing time. If you assume energy weapons are the same, then beams fire every 0.75 seconds, cannons every 0.25 seconds, and Dual Heavy Cannons every second. That's probably not important, though, the "true" firing rate is relevant enough.

The short answer is that since Single Cannons have a 180 degree arc of fire, between Beam Arrays and Dual Beam Banks (at 270 and 90 degrees, respectively) they will do more damage than a Beam Array, but less than a DBB. They can be useful on a Cruiser to move some of the damage to the front facing, instead of broadsides, while still leaving a narrow broadsides in the forward arc, where a Beam Array to the rear will overlap. The more rapid fire rate will also mean you will keep putting hits on the target more often, possibly keeping it from bringing shields back up if they have fallen.

It's really a matter of personal taste. Cannons are not useless, but you have to spend skill points on them, and use the Cannon Rapid Fire and Scatter Volley abilities instead of Overload and FAW. Then again, a turret boat might do well with turrets rear and cannons front.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-14-2011, 07:23 PM
single canons have slightly higher dps then beam arrays, but a lower firing arc. also they use cannon skills and not beam skills. thats the basic info
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-15-2011, 10:53 AM
Quote:
Originally Posted by Blayyde
From dividing the damage over time by damage per shot for the various weapons, it appears that all energy beam weapons fire every 1.25 seconds.

Cannons, Dual Cannons and Turrets fire every 0.75 seconds.

Dual Heavy Cannons fire every 1.5 seconds. (Exactly half the fire rate of Dual Cannons)

Torpedos fire at a rate of 6.5, 8.5, or 10.5, so it appears that there is a 0.5 second lag time between reloads of a weapon, or perhaps this is firing time. If you assume energy weapons are the same, then beams fire every 0.75 seconds, cannons every 0.25 seconds, and Dual Heavy Cannons every second. That's probably not important, though, the "true" firing rate is relevant enough.

The short answer is that since Single Cannons have a 180 degree arc of fire, between Beam Arrays and Dual Beam Banks (at 270 and 90 degrees, respectively) they will do more damage than a Beam Array, but less than a DBB. They can be useful on a Cruiser to move some of the damage to the front facing, instead of broadsides, while still leaving a narrow broadsides in the forward arc, where a Beam Array to the rear will overlap. The more rapid fire rate will also mean you will keep putting hits on the target more often, possibly keeping it from bringing shields back up if they have fallen.

It's really a matter of personal taste. Cannons are not useless, but you have to spend skill points on them, and use the Cannon Rapid Fire and Scatter Volley abilities instead of Overload and FAW. Then again, a turret boat might do well with turrets rear and cannons front.
So looking at a "Damage Per Second" concept a single cannon with a Damage Per Shot of 212 would equate to 282 Damage Per Second, while a dual beam bank with a Damage per Shot of 226 woudl equate to a Damage Per Second of 150???

Also, would I take into account that each shot would still be affected by resistances in such???

So in theory, single cannons and beam weapons probably equate to the same overall damage???
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-15-2011, 03:01 PM
Quote:
Originally Posted by whamhammer View Post
So looking at a "Damage Per Second" concept a single cannon with a Damage Per Shot of 212 would equate to 282 Damage Per Second, while a dual beam bank with a Damage per Shot of 226 woudl equate to a Damage Per Second of 150???

Also, would I take into account that each shot would still be affected by resistances in such???

So in theory, single cannons and beam weapons probably equate to the same overall damage???
STO Wiki has the information you want regarding DPS and DPV.

Procs and damage (including resistance) are calculated per shot, meaning that Cannons/Turrets have a much higher proc rate when under Rapid Fire. A Cannon/Turret boat can really put out a ton of procs with RF/SV. Combined with DEM, they're quite potent.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-15-2011, 03:26 PM
Also worth noting here. There is the damage VS type that should be mentioned. Also the ranges that damage drops off

As compared to Cannons, beams deal slightly more damage to shields, and less damage to hull.

Also as compared to Cannons, beams lose damage due to distance at a slightly lower rate.

IE if you have a beam and a cannon that do 100 damage, at 9km the beam will do more damage.

I am sure someone has more exact numbers but little things to consider.

The main thing though is the BO abilities that affect them. Cannons have straight damage bonus, while beams have FAW (which is bonus damage and random target) and subsystem targeting, and Overload.

It will depend on your playstyle as to which makes sense for you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-15-2011, 03:31 PM
Quote:
Originally Posted by whamhammer View Post
So looking at a "Damage Per Second" concept a single cannon with a Damage Per Shot of 212 would equate to 282 Damage Per Second, while a dual beam bank with a Damage per Shot of 226 woudl equate to a Damage Per Second of 150???
The Single Cannon DPS of 212 ALREADY MEANS Damage per Second.

It does not mean Damage per Shot.

Damage per Volley is listed on STO Wiki. (That is what you mean by Damage per Shot)

So yes, a Dual Beam Bank with 226 DPS will do more damage over time than a Single Cannon with 212 DPS. However, it will have only half the firing arc. (90 degrees compared to 180 degrees)

To clarify, here is a table comparing the DPS and firing arc of all energy weapons (at Mk X. For some reason, STO Wiki doesn't show Mk XII for Dual Beam Banks)

Weapon --------------- DPS - Arc
---------------------------------------------
Turret -------------------- 120 - 360 deg
Beam Array ------------ 160 - 250 deg
Cannon ----------------- 192 - 180 deg
Dual Beam Bank ------ 208 - 90 deg
Dual Cannons --------- 232 - 45 deg
Dual Heavy Cannons - 232 - 45 deg

So as you can see, the damage increases as the arc decreases. A Cannon fits right between the Beam Array and Dual Beam Bank in terms of damage and arc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-15-2011, 08:15 PM
Quote:
Originally Posted by thethain View Post
Also worth noting here. There is the damage VS type that should be mentioned. Also the ranges that damage drops off

As compared to Cannons, beams deal slightly more damage to shields, and less damage to hull.

Also as compared to Cannons, beams lose damage due to distance at a slightly lower rate.

IE if you have a beam and a cannon that do 100 damage, at 9km the beam will do more damage.

I am sure someone has more exact numbers but little things to consider.

The main thing though is the BO abilities that affect them. Cannons have straight damage bonus, while beams have FAW (which is bonus damage and random target) and subsystem targeting, and Overload.

It will depend on your playstyle as to which makes sense for you.
So if a person is running single cannons, they might not want to run torps as much as a beam player? (with cannons doing more hull damage, but less shield damage)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-16-2011, 10:52 AM
Quote:
Originally Posted by whamhammer View Post
So if a person is running single cannons, they might not want to run torps as much as a beam player? (with cannons doing more hull damage, but less shield damage)
I don't think the difference is as great as it is for torpedoes. Shields typically have less damage points than hull, and yet only torpedoes really cut through hull rapidly. (Then again, Shields regenerate while Hull does not, so those damage points, once regenerated, must be dealt by beams or cannons too)

I honestly had never heard that cannons do more damage to hull than beams. I suspect it's not that significant. It may be useful for an Escort using CRF to take out a ship's hull, but I would still use torpedoes anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-16-2011, 12:05 PM
I heartily recommend using single cannons forward and turrets aft on a cruiser. Referencing the handy DPS/arc chart provided above, we see that 1 cannon + 1 turret = 312 DPS, comparable to 2 arrays which = 320 DPS. The slight difference in DPS is largely negated by the lesser energy use of turrets, such that cannon + turret uses 18 power, vs the 2 arrays using 20 power.

The primary advantage of cannons is the firing arc. A cannon / turret combo puts all energy weapons into a 180 degree forward arc, neatly overlapping with forward torpedoes.

The main disadvantage is the aft arc. A cannon cruiser must always face it's target to be effective. A beam array cruiser can angle slightly toward or away from a target while maintaining a broadside, but a cannon cruiser loses the use of its single cannons it it angles even slightly away.

Lastly, cannon abilities are one step higher than the comparable beam ability. For example beam array overload is available at ensign, but cannon rapid fire 1 requires a lieutenant. Whether this complicates your ability choices depends on the player.
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