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I'm running with T2 Escort, and using 3 Dual heavy cannons.
But I felt this weapon combination doesnt work well because of Cooldown between each cannons.
So from now on, I'm gonna fix my combination from '3 Dual heavy Cannons' to '2 Dual heavy Cannons + 1 Torp or 1 Dual beam bank'.
I really want to use Torp but my starship weapon skills are too naughty(Energy weapons 9, Cannon weapons 9, Projectile weapons 4) to use multiple types of weapons.
That is, focusing on my skill - cannons are the best selection for me, but focusing on cooldown of cannons - I shouldnt use more than two cannons(or three? i dont know exactly, but felt that three heavy cannons cant do dps propely).
Baah... This makes me mad.
If u have any good advices or opinions, plz give me a hand.
At LtCmdr 6, I'm running an Escort. Fore, I have a Disruptor array, Quantum torpedo, and Phaser Cannon. Aft, another Disruptor array. For skills, I'm 5-7 in Energy wpns, Projectile wpns, Beam wpns, Cannon, and Torpedoes. For BOff skills, my Tactical Lt has High Yield II.
In a couple missions last night, it would take me about 15-20 seconds per BoP, about 45-60 on Cruisers/Battleships. Now, I might not be doing it right, but what has been working for me is to drive in hard and at 10km, open up with my fore wpns until I'm forced to turn and go broadside and wait for/or their shields drop. Then I let loose with a High Yield salvo of quantums. If it's a BoP, 9 times out of 10, it's dead. If it's a bigger ship, it's hull is down to 50-80%. At that point, it's mainly manuever and blasting.
I very rarely find the need to drop out of max throttle. With the little Escort, it seems to be pretty nimble, and the only time I really need to slow down is with the bigger ships so I can stay in their weak side. I have lost a fight a time or two, but that's only because I was either not paying attention or got swarmed, but if it's an even fight, I might get torn up a bit, but I generally make out all right in the end.
I never played Escort but I am using a Heavy Escort now, was having trouble as I used to play Science and took ages to find a great weapon combo. I ended up sticking two Tetryon Turrets (10% bonus damage to shields) and one Dual Tetryon Cannon (Also 10% bonus damage to shields) with two Quantum Torpedoes in front.
I literally press the space bar once a second and all turrets and cannons fire away and completely annihilate the shields of enemy frigates and escorts, the one high yield volley of torps will take them out. On the bigger ships I use Cannons: Rapid Fire 2 + high yield 2 and then fire my other torpedo about 4 seconds after the high yield volley. Can destroy an equal level (Commander 5) Warbird without moving, and before my forward shields (which seem like paper at times) drop.
Engineering Team 1 and Science Team 2 can come in handy as escorts shields are pretty much awful.
May I suggest putting those in the back, and putting 2 dual heavy cannons (or just 2 of those 180 degree cannons.. or beams... or anything except a turret) in front along with a torpedo launcher of some kind?
To give you an idea. One of my dual heavy cannons does over 690 dps when you hover over it in space view... if i activate skills you can put that at 1100... My turrets... well... they're more at like 200 on a god day.
I only use them in my back slots because I dont want to have to come about to fire off a torpedo salvo, otherwise they have a TINY cooldown and have saved my ass numerous times at targeting incoming mega plasma torpedos.... also the cannons: rapid fire ability works for turrets too
I've got two dual heavies up front with a quantum torp launcher and in back I've got two turrets in my heavy escort. Those turrets add a bit more DPS on whatever I'm charging at, but will also make it so I can shoot down boarding parties and heavy plasma torps coming in from any angle. They do really well against those pesky little fighters that maneuver 10x better than we do, too.
I find it funny that everyone thought he put the turrets on the front when he clearly stated he put two quantum torpedos on the fore. Clearly, the third slot was the cannon, and the two aft slots for turrets.
The drop in firepower for a turret is noticeable, but use really does depend on how you fly. I suspect that as people play the game they will develop the knack of wiggling their ship at just the right angle so that the rear banks fire along with the front ones, and turrets will be less common.
On the same y axis plane the rear banks (250 degrees) do overlap the forward torpedos or dual beams (90 degrees), and this can make for some improved firepower over cannons in a circling dogfight. It gets even better once you start to use the third dimension and notice your ships rear and front can often fire together at the correct points above and below.
But any ship with cannons should be behaving like the klingons did in the original series. Charge straight in, make a high speed pass, fly on out past range ten, turn, and then make another long high speed run. Your escort will shine and the "sustained fire" cruisers and "crowd control" science ships won't get the most out of their gizmos. Stay out of those turning matches, even though you manuver so well. The 45 degree arc on the cannons means you will be missing many opportunities. In the long strafing run, however, the target is always in your cone.
It also means you don't need turrets. The rear guns can be filled with other cannons. These hammer away at the shield energy he's trying to redistribute to the first shield you hammered on the way in. Escorts should only mount cannons and torpedoes, if you like flying the way I do.
So for the original poster, I would recommend that if you aren't comfortable with 3 cannons foreward, try adding another torpedo. Same goes for the rear.