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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
02-04-2010, 01:32 PM
Quote:
Originally Posted by troggbl View Post
Couple of basic counters to cannons
1 Fly staight at them, Alot of players will have trouble hitting you closer than 1km, and impossible to hit you if you fly on top of him
2 Go UP/DOWN, If you spiral up or down its nearly impossible to keep cannons focused on you - combine this with tip number one first if possible.

These are the simplist most basic things you should be doing to counter Cannons.
Now before you start with more than 1 klingon attacking etc. 1st klingon isnt firing as hes being FF by Feds so madly spinning to cover shield arcs.
These should further reduce the klingons shooting you by atleast 2 (depending on how the klingons are spread before engaging). That leaves only 2 FF at you, IF your still dying to FF from 2 BoP you need to find a better team, learn to spider tank.
best advice ever. also, its not klink cannons that are "op" its cannons on both sides that have equal damage marks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
02-04-2010, 01:37 PM
cannon damage is a bit OP when compared to the 90 degree beam banks. Beam banks need a slight buff IMO. Since beam banks still need to be faced foward to fire you take damage to your frontal shields and as such beam banks, while with a slightly larger radius, is basically the bad player's cannons. So you will always lose against cannons with beam banks. Also, the reason why people keep saying Klingons are OP is due to cannons + stealth positioning = insta dead escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
02-04-2010, 01:41 PM
Quote:
Originally Posted by Fiss View Post
cannon damage is a bit OP when compared to the 90 degree beam banks. Beam banks need a slight buff IMO. Since beam banks still need to be faced foward to fire you take damage to your frontal shields and as such beam banks, while with a slightly larger radius, is basically the bad player's cannons. So you will always lose against cannons with beam banks. Also, the reason why people keep saying Klingons are OP is due to cannons + stealth positioning = insta dead escort.
Those beam banks get twice the arc, which means more than twice the cone to fire in, thus easier to keep on target, this is why they don't have as high a dps. Even without using overloaded beams, which is getting fixed soon btw, I was scoring in the top 3 during OB with a beam build. Those two above me being cannon jockeys, but I wasn't very far behind in damage output. Once overloaded beams is fixed you'll see these being even closer in damage output, but is does not need a buff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
02-04-2010, 01:46 PM
Quote:
Originally Posted by Fiss View Post
cannon damage is a bit OP when compared to the 90 degree beam banks. Beam banks need a slight buff IMO. Since beam banks still need to be faced foward to fire you take damage to your frontal shields and as such beam banks, while with a slightly larger radius, is basically the bad player's cannons. So you will always lose against cannons with beam banks. Also, the reason why people keep saying Klingons are OP is due to cannons + stealth positioning = insta dead escort.
At what range? If your sci guys aren't pulsing their reveal (which refreshes in 30 seconds) you deserve to be abused.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
02-04-2010, 02:10 PM
Quote:
Originally Posted by Monthar
Those beam banks get twice the arc, which means more than twice the cone to fire in, thus easier to keep on target, this is why they don't have as high a dps. Even without using overloaded beams, which is getting fixed soon btw, I was scoring in the top 3 during OB with a beam build. Those two above me being cannon jockeys, but I wasn't very far behind in damage output. Once overloaded beams is fixed you'll see these being even closer in damage output, but is does not need a buff.
Facing towards you're enemy is easy in an escort and science ship and not so easy in a cruiser so either you can pick up cannons and turn radius or beam banks and defense consoles. Sadly, beam banks do 1/3rd the damage of cannons but to fire you still have to abuse you're foward facing shields so the utility is weak. This is why everyone either picks cannons or arrays and few people pick up beam banks because for the lack of damage the arc is just not good enough (due to you having to tank with foward shields).

Quote:
Originally Posted by Meat_Machine
At what range? If your sci guys aren't pulsing their reveal (which refreshes in 30 seconds) you deserve to be abused.
it is easy to stay away from science ships reveal. Although I won't tell you how.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
02-04-2010, 02:23 PM
I think you must be comparing lower level beam banks to higher level cannons, or are comparing unmounted banks to the tooltip on the hotkey bar for the cannons that's showing the fully buffed from skills damage potential. Also, the beam banks are firing a 4 sec pulsing beam, that's doing the damage each pulse, so really only look at the DPS value.

To get a more accurate comparison, do this with a character that has starship cannons and starship beams at the same level and tactical consoles that effect the energy type, with both the cannon and beam bank being the same energy type so both get the benefit from those consoles. You'll find the beam bank's dps is a heck of a lot closer to the dual cannons' dps (heavy and regular have the same DPS, just different per hit), without activating any buffs, than this 1/3 the damage you're claiming. IIRC it was more like 3/4 to 7/8 the dps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
02-04-2010, 10:37 PM
Quote:
Originally Posted by Monthar
Those beam banks get twice the arc, which means more than twice the cone to fire in, thus easier to keep on target, this is why they don't have as high a dps..
A 90% arc has four times the cone of a 45% arc (pi * r squared). Plus cannons have a bigger range drop off than beams. Close in where cannons shine it's easy to get out of the cannon's firing arc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
02-04-2010, 10:54 PM
Quote:
Originally Posted by Rastaban
A 90% arc has four times the cone of a 45% arc (pi * r squared). Plus cannons have a bigger range drop off than beams. Close in where cannons shine it's easy to get out of the cannon's firing arc.
Cannons rely heavily on position. Anything that could interfere with position, directly interferes with cannon damage output.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
02-04-2010, 11:51 PM
Quote:
Originally Posted by Meat_Machine
Cannons rely heavily on position. Anything that could interfere with position, directly interferes with cannon damage output.
Indeed. Let's not forget that cannons have had their damage nerfed to be only really good at 5k < and they also corrected the broken global cool down thing for cannons so you can fire all 3 or 4 of them at the same time...

This for those that can't figure it not Meat:

There is nothing wrong with cannons. There is something wrong with what people that are suffering from and not being able to 'posit' their way out of it...

CUT AND RUN. When your shield facing suddenly evaporates cut and run...the first thing you need to do is determine if there are more torpedoes inbound if so brace for impact...power to ENGINES... Evasive manuever and FLEE ...

Keep fleeing because they WILL be coming after you....

When you have 15km or more distance on them go power to shields and flop back to speed again when they are at 11km ...rinse repeat...

This is all without the use of any batteries too...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
02-05-2010, 12:16 AM
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