Lt. Commander
Join Date: Jul 2012
Posts: 211
# 1 Kumari's Wing Cannon sucks
03-18-2013, 08:51 AM
Have you seen the Kumari's Wing Cannon ?
Yeah, they look very good, but they sucks.

When you use the Cannon RF Ability, normal cannons and turrets increase their dmg, but kumari's cannon don't.

4 Phaser Relay
125% Weapon Power Level

DUAL HEAVY CANNONS: 1952 Phaser Damage
KUMARI'S CANNON: 5293 Phaser Damage

oooooh, looks great


BUT:

4 Phaser Relay
125% Weapon Power Level
Cannon RF III

DUAL HEAVY CANNON: 2536 Phaser Damege
KUMARI'S CANNON: 1121 Phaser Damege

WHAAAAAT ?
WTF is it ?
Captain
Join Date: Feb 2013
Posts: 5,293
# 2
03-18-2013, 09:53 AM
Is that your tooltip or your combat log telling you that?
Captain
Join Date: Nov 2012
Posts: 3,465
# 3
03-18-2013, 10:04 AM
He's looking at tooltips. What he's neglecting to mention is that the wing cannons fire much faster with CRF/CSV active.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 4
03-18-2013, 10:31 AM
Yes, but:

Normal Firing:
2 Bolts - 5293 Dmg

Cannon RF:
8 Bolts - 1121 Dmg

o_O
Rihannsu
Join Date: Jun 2012
Posts: 316
# 5
03-18-2013, 11:45 AM
I did several posts when this came out about this. Devs said nothing.

DHC using CRF just fire more often.
WC using CRF fire more shots per pulse.

DHC 2 shots per pulse.
DHC with CRF still 2 shots per pulse.

WC 1 shot per pulse
WC with CRF 4 shots per pulse for 1/4th dmg.

End result is WC do the same dmg in CRF as a single normal shot but they fire at 1/4th the dmg. 2k reg shot, = crf firing 4x500 dmg shots which is pretty useless on a cannon with x4 dmg modifiers cause itll miss 75% of those against a player.

Take the wing cannons off atm they are useless, only way to make them work is to use this combo. Subspace jump + tractor beam + wing overload. Gives your about 50/50 chance to 1 shot a enemy player if fully tac buffed.
Career Officer
Join Date: Jul 2012
Posts: 925
# 6
03-18-2013, 12:17 PM
have to say he may be onto something, after that patch just after they released this ship it did seem alot more difficult then before to kill things even with the tact abilities. Shouldn't these things be doing more damage not less?!
Survivor of Romulus
Join Date: Aug 2012
Posts: 2,234
# 7
03-18-2013, 12:33 PM
I dumped the wing cannons and consoles soon after buying the set.

Even after the buff they are next to worthless. Best stick to normal DHC like I do....

Fed Eng (Main). Fed Sci. Fed Tac. Rom Sci (KDF)
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Empire Veteran
Join Date: Jun 2012
Posts: 959
# 8
03-18-2013, 12:37 PM
They are not great, but the OP's numbers are totally wrong.
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Captain
Join Date: Nov 2012
Posts: 3,465
# 9
03-18-2013, 12:38 PM
Quote:
Originally Posted by sunfrancks View Post
I dumped the wing cannons and consoles soon after buying the set.

Even after the buff they are next to worthless. Best stick to normal DHC like I do....
For cannon-primary boats absolutely.

For less widespread builds on the other hand, a 5-6k base hit (that does full damage to shields) has some very interesting uses.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,200
# 10
03-18-2013, 12:46 PM
Could this be a log parsing issue? Are wing cannon damage number being properly logged and identified?

As a side note, the wing cannons have a huge 3-minute cool-down -- a major liability since they are so easily destroyed. They should have a 30-second respawn rate, just like all Carrier pets.
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