Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 2K+ damage per cannon hit?
04-01-2010, 05:20 AM
I came across some insane cannon damage in pvp today, and my tanky build died in 3 seconds because each cannon hit did 2000+ damage. I took some time to look at the combat logs and they were tetryon duals and disruptor dual heavies, even the turret was doing 1k+ dmg each hit. He was not even shooting from point blank, the range was about 4-6km. All were rear admirals.

For perspective, I do some pvp from time to time and have come across some good opponents who can do a killer run when they strafe from cloak. With my new science build I have managed to tank such an attack and draw it out long enough for team mates to arrive.

2 Klingons and 1 Fed were doing damage on that scale so it's not a Klingon specific thing. Considering that my current build is heavily weighed towards tanking, and I died in 3 seconds, and this is the first time I have encountered dmg on this scale, I'd have to ask whether it is a bug, because there was 1 line in the log that puzzles me, it was something like: "so and so hit you with tetryon dual cannons for 2500(XXX) damage with Unknown skill." Every hit after that was in the order of 2K+ damage. Is "Unknown skill" common n logs, cos i dont normally see it. I asked on zone chat how cannons were doing 2k+ dmg but no one answered.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-01-2010, 05:24 AM
I'd file a bug on the unknown skill. But 2 k cannon hits are not unimaginable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-01-2010, 05:25 AM
This sounds about right. With CRF III, APA, APB running my turrets plink for 750+ on a hull.
DHC run 1600-2200 damage and crits are 3500+
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-01-2010, 05:33 AM
I was crit regulary by 8k hits from dual heavy antiproton cannons under rapid fire 3. Funnily, it always happened during evasive action after i was 10-20 km away from the target. It happens so many times, that either im insanely unlucky, or there is something fiishy going on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-01-2010, 06:31 AM
Quote:
Originally Posted by nebututut
I came across some insane cannon damage in pvp today, and my tanky build died in 3 seconds because each cannon hit did 2000+ damage. I took some time to look at the combat logs and they were tetryon duals and disruptor dual heavies, even the turret was doing 1k+ dmg each hit. He was not even shooting from point blank, the range was about 4-6km. All were rear admirals.

For perspective, I do some pvp from time to time and have come across some good opponents who can do a killer run when they strafe from cloak. With my new science build I have managed to tank such an attack and draw it out long enough for team mates to arrive.

2 Klingons and 1 Fed were doing damage on that scale so it's not a Klingon specific thing. Considering that my current build is heavily weighed towards tanking, and I died in 3 seconds, and this is the first time I have encountered dmg on this scale, I'd have to ask whether it is a bug, because there was 1 line in the log that puzzles me, it was something like: "so and so hit you with tetryon dual cannons for 2500(XXX) damage with Unknown skill." Every hit after that was in the order of 2K+ damage. Is "Unknown skill" common n logs, cos i dont normally see it. I asked on zone chat how cannons were doing 2k+ dmg but no one answered.
On my fleet escort w/ dual heavy disruptor cannons, tac team I, AP Omega III, EPS Power Transfer III and cannon rapid fire II, my damage shows on the HUD as 2475 per hit. I normal see anywhere from 1200-2200, with critical hits going as high as the 2800+ range. A lot of it seems to depend on if the target has any resistence to disruptors on his shields or hull and how my weapons power looks (3 DHC can drain the tank pretty quick if you over-spam). If I swap out APO III for APB I, the initial damage going down, but the stackable debuff usually results in higher DPS on the tail end from my experience.

Also, its worth noting that cannons became WAY more vicious when the global timer went away. Its quite possibile to fire 3 or 4 DHCs at once out of the gate and score something around 7k-10k damage in 1 volley, which is enough to take out most people's shields like they weren't there. The hard part, as noted above, is keeping your power levels high enough to do it a second time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-01-2010, 09:24 AM
Quote:
Originally Posted by -A-
On my fleet escort w/ dual heavy disruptor cannons, tac team I, AP Omega III, EPS Power Transfer III and cannon rapid fire II, my damage shows on the HUD as 2475 per hit. I normal see anywhere from 1200-2200, with critical hits going as high as the 2800+ range. A lot of it seems to depend on if the target has any resistence to disruptors on his shields or hull and how my weapons power looks (3 DHC can drain the tank pretty quick if you over-spam). If I swap out APO III for APB I, the initial damage going down, but the stackable debuff usually results in higher DPS on the tail end from my experience.

Also, its worth noting that cannons became WAY more vicious when the global timer went away. Its quite possibile to fire 3 or 4 DHCs at once out of the gate and score something around 7k-10k damage in 1 volley, which is enough to take out most people's shields like they weren't there. The hard part, as noted above, is keeping your power levels high enough to do it a second time.
This is why I think the last patch trashed the game balance. There is no reason to have a cruiser in pvp when it can be destroyed in one pass from one escort. If I pop RSF I can survive for 15 seconds more but it doesnt help because they just send another volley after it wears off and before i can cast another one.

I hope they decrease the damage out put of escorts and bops or they increase cruiser defense becuase otherwise pvp will end up being 8 escorts and 2 science ships against 8 bops and a couple carriers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 Interesting
04-01-2010, 09:54 AM
Thanks for the replies. I see how the stacking options can lead to that. I'd have to say that the moment I noticed I was being attacked, my facing shields were already down (10k double capped covariant) and was hull tanking while trying to turn a new side and hit my defensive skills. Been reading the new thread above, more good info there.

As a side note, I guess my initial shock was the time it takes to kill a ship, whatever happened to Janeway saying "Evasive maneuvers, Increase power to aft sh... Kaboom!" Another thing that threw me off was probably seeing my cannon damage of.. 17... vs their 2500 (I use 180' forward cannon with rapidfire on my sci ship because beam overload consistently took random weapons offline permanently till I relogged).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-03-2010, 06:35 AM
I had "Luepert is dealt 55,000 damage by an unknow entity" I'm was like LOL? I mean it's true to Star Trek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-03-2010, 04:26 PM
players could always deal 2k+ damage per cannon hit. Its the criticals that hurt. (new starship skills don't help either)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-04-2010, 06:10 AM
Quote:
Originally Posted by Luepert View Post
I had "Luepert is dealt 55,000 damage by an unknow entity" I'm was like LOL? I mean it's true to Star Trek.
A Tri-Cobalt torpedo that crits on your hull can make that kind of dmg. 55K is high though, seen 38K from a crit of mine.
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