Go Back   Star Trek Online > Information and Discussion > The Academy
Login

Reply
 
Thread Tools Display Modes
Ensign
Join Date: Oct 2012
Posts: 7
Currently flying a Patrol Escort
Fore: 3 Dual Heavy Anti-Proton Cannons and a Quantum Launcher.
Rear: 3 Anti-Proton Turrets

When I am in a battle I get around 8km from the target pop Cannon Rapid Fire and blast the facing shield away. The I pop High Yield and send a volley. The problem comes after, usually I fly out to gain some distance and rinse and repeat. My thinking is that this gives me the highest damage to output, and frankly I don;t really know how else to do it with cannons and their small firing arc.

I am wondering that if beam arrays catch up to the dmg output of the cannons because they are actually firing more often. Or is there a better way to operate my escort?

I'd like to be a better contributor to the STFs and FAs so any advice is welcome and appreciated.

Thanks
Captain
Join Date: Jun 2012
Posts: 1,764
# 2
10-16-2012, 07:33 PM
Buff up as you are flying in, but open fire only when under 5km. Then throttle to 0 and park there if no one is shooting at you. Stay there even when something shoots you. If you get tractor'd, ignore it. Shoot the plasma torps as they come at you. Once your shields drop below 50% or if your hull is on fire, APO and run for it. Heal up then come back.

Do you have 3 shield distribution officers? They can prolong your lifespan under fire when you Brace for Impact.

You're using AP weapons and Q torps which is stock-standard the recommendation in this situation for max dps.
Quote:
Originally Posted by Lt. Comm. Pion
What should I wish upon the endless universe;
To be able to smile and forgive everything;
That's right, if we light up the dream in our hearts without averting our eyes;
We should be able to walk whatever tomorrow comes...

I am V. Adm. Kha Yuung, and I approve of this message.
Captain
Join Date: Jun 2012
Posts: 971
# 3
10-16-2012, 08:10 PM
You are doing it right. Except for, as @gallowghost put it, you need to get in close to maximize cannon firepower. Cannon do lots of damage, but they have a rapid drop off in damage asd distance increases. Much more then beam weapons. Less they 4 km is optimum for cannons.
Lt. Commander
Join Date: Jun 2012
Posts: 120
# 4
10-16-2012, 08:53 PM
DHC's will have their optimum DPS at about 2 km. According to the testing shown in the attached link, they lose 8% for every kilometer further from the target.

http://theenginescannaetakeit.wordpr...weapon-ranges/
Career Officer
Join Date: Jun 2012
Posts: 1,905
# 5
10-16-2012, 10:09 PM
Always found it funny that the most agile ships in the game's best tactic is to become almost stationary and become a turret satellite. Works fine till you start taking fire.

Attack Pattern Beta is good, pop that with rapid fire.
Directed Energy Modulation is also a good thing. But will take one of your limited Eng power slots.
If you have a torpedo buffing tac console, you may want to drop it for another AP one. You get alot more use out of cannons than the torp afterall.

Last edited by dracounguis; 10-16-2012 at 10:15 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 442
# 6
10-17-2012, 12:32 AM
Quote:
Originally Posted by gallowsghost View Post
Currently flying a Patrol Escort
Fore: 3 Dual Heavy Anti-Proton Cannons and a Quantum Launcher.
Rear: 3 Anti-Proton Turrets

When I am in a battle I get around 8km from the target pop Cannon Rapid Fire and blast the facing shield away. The I pop High Yield and send a volley. The problem comes after, usually I fly out to gain some distance and rinse and repeat. My thinking is that this gives me the highest damage to output, and frankly I don;t really know how else to do it with cannons and their small firing arc.

I am wondering that if beam arrays catch up to the dmg output of the cannons because they are actually firing more often. Or is there a better way to operate my escort?

I'd like to be a better contributor to the STFs and FAs so any advice is welcome and appreciated.

Thanks

try to stay under 5km from your enemy...
if you use EPtS and TSS (and TT of course) you can even sit at 2km from a (normal) cube and resist to ia lot of seconds until you destroy it. You can also resist to a heavy plasma torpedo if you use brace for impact when the torpedo is at 1-2km from your ship (usefull having at least a purple shield distribution officer in your roster).

Most important of all: you have to learn to buff yourself in a good timing... es. if you have conn officers (TT variant) in your roster using TT you have a buff (8 seconds if I remember) to attack patterns, so using TT just a moment before attack patterns your attack is stronger.
Lt. Commander
Join Date: Jun 2012
Posts: 184
# 7
10-17-2012, 02:34 AM
on my tac officer i use 3 AP DHC and a quantum and 2 turrets aft, all backed by 4 AP mag regulators, as for any stf, trasfer shield strength and emgr power to shields and hazard emitters is a must, but i use torp high yield III and II, and rapid fire III and II, and 2 coppies of tac team, and attack pattern beta, with energy weapons the closer you are to your target the more DPs you do, so yeah try and get within 5km away from your target, except on transwarp gates, go directly to the side of it, and stay within 7.21km, it will target you but CANNOT hit you lol, a nice little bug there, so yeah in nearly all mission, the closer you are the harder you hit, and always buff up to before unleashing hell XD
Ensign
Join Date: Oct 2012
Posts: 7
# 8
10-17-2012, 02:45 AM
Thank you all so much for the advice and help. You folks are awesome
Captain
Join Date: Jun 2012
Posts: 568
# 9
10-17-2012, 04:21 AM
Quote:
Originally Posted by gallowsghost View Post
When I am in a battle I get around 8km from the target pop Cannon Rapid Fire and blast the facing shield away. The I pop High Yield and send a volley.
Recent weapons range testing shows slight differences with theenginescannaetakeit's article from Feb 2010, but it's still fair to say that "the closer the better" for Cannons.

There are a few schools of thought on Escort setups:


#1. All-Cannons. The "DPS" build.

Typically 4x DHCs fore and 3x Turrets Aft. This setup is one of the best in terms of Single-target Damage Output over time, and also allows high efficiency out of damage buffs. (It allows you to Rotate 2x Tactical Team 1s plus 2x Attack Pattern Betas and 2x Cannon Rapid Fires, and stack up Tactical Consoles for your chosen energy damage type. All these buffs will affect all your weapons.) The downside is that you have little to no AoE damage, and there is a large dropoff in damage output at longer ranges.


#2. 2 Cannons, 2 Torpedos. The "Hybrid" build.

Typically 2xDHCs and 2x Quantums fore, 3x Turrets rear. 2-3 Projectile Weapon DOFFs are used to increase the firing rate of the two torpedo launchers. Unbuffed and versus hull, this setup is slightly higher DPS than the All-Cannon build... however you will not always be firing versus unshielded targets, and you cannot buff both Energy Damage and Projectile Damage with the same Tactical Console (so in practice, the Single target damage will be less than an all-cannon setup). The main benefits of this setup are that damage output remains high at long range, and there is much higher potential for Spike damage (via High Yield) and AoE damage (via Torpedo Spread) than with an all-cannon build.


#3. 3 Cannons, 1 Torpedo

Typically 3x DHCs and 1x Quantum fore, 3x Turrets Aft. With only one active torpedo launcher, it generally isn't worth investing Projectile DOFFs. Compared with the Hybrid build, this setup has lower Single Target Hull DPS but higher Single-Target Shield DPS. It also has lower Damage output at range (though still higher than an all-cannon build). This is usually the preferred Escort setup outside STFs (Hull damage is more effective than usual in STFs due to the large number of unshielded targets).


#4. 2 Cannons, 1 DBB, 1 Torpedo

You'll see this setup knocked around the PVP forums occasionally. The idea is to get the most spike damage possible, by combining the raw power of DHCs with abilities such as Beam Overload 3 and Torpedo High Yield. In practice this setup will nearly always be less effective than other setups in PVE.


#5. Minelayers

In recent months, you'll notice a bit of a trend towards Tricobalt mines. This is due to them being affected by Tactical Captain buffs and Dispersal Pattern BOFF abilities, allowing you to stack multiple damage buffs with their already high base damage to attain extremely high levels of spike damage. Some Escort Captains have decided that swapping out a rear turret (or two) for a Tricobalt Mine is worth it. Be aware that (i) Tricobalt damage is kinetic and will be far less effective against shielded targets and (ii) It will be yet another source of damage to consider when planning your Tactical Console layout. Finally, minelaying needs to be done at very close range, and Tricobalt detonations inflict AoE splash damage which is faction-neutral (meaning it can harm you as well as your target, and kill any other mines or heavy torpedos in the vicinity).


Personally, on Escorts I usually go for #2 in STFs, and #3 for Fleet actions

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 10-17-2012 at 04:25 AM.
Captain
Join Date: Jun 2012
Posts: 1,015
# 10
10-17-2012, 06:01 AM
Quote:
Originally Posted by maelwy5 View Post
Recent weapons range testing shows slight differences with theenginescannaetakeit's article from Feb 2010, but it's still fair to say that "the closer the better" for Cannons.
Thanks for this!

OP, I am a strong supporter of tric mines in PvE.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:53 PM.