Lt. Commander
Join Date: Dec 2007
Posts: 120
I am a Engineer with an Escort, re-skilled up using respec to max out Antiproton & Quantums. I also have APB, APO, Beam Overload, Torp HY2 & HY1, and the usual ESP, ESP relays, Power relay (gives +6), cannons & AP mags. All this powers up 3x DHC's up front, 2 Beams Rear with 2 Quantums (1 FR & 1 Rear).

So my questions are relating to the power my cannons do compared with my rear beams:

Firstly, where do i look to see the damage levels i dish out? Been looking but cant seem to find, doh?

Secondly, although i do pretty good damge with my DHC's to shields using Beta & Omega, etc., ive noticed since skilling up Beam Overload and firing with my rear beams, that they take down shields even quicker than my DHC's? Ive had good runs at BoP's in PvP firing my DHC's with almost no affect and yet ive turned and fired my beams with overload and have almost instantly wiped out their shields?

Have others noticed this and was wondering if anyone else is running escorts with beams up front rather than all cannons and torps? If so are they killing BoP's quicker than using cannons?

Ta

Dave
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-08-2010, 04:09 PM
You, uh, don't mention Rapid Fire anywhere in your post. Cannons are balanced around the presence of Rapid Fire, which is coincidentally by far the most powerful offensive buff in the game. It is also a ubiquitous Escort skill that nearly every pilot uses, so I would be shocked if you didn't have it.

If you're not using Rapid Fire, then yeah, you'll be doing better damage with beams.

That said, Beam Overload is very, very powerful combined with all the other offensive powers you get as an Escort pilot. It's not unheard of for it to crit for 20k+. It is very good for use in combination with High Yield, since it is almost guaranteed to take out a shield facing and pave the way for the torps. Some Escort pilots omit the front Quantum for a dual beam bank and use the aft launcher for HY salvos, or mount only two DHCs forward.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-09-2010, 12:41 PM
Yeah i do have rapid fire and do high damage using it.

However, the way the rear beam away on overload hits is just amazing, it will take down a BoP's shield and do good hull damage in pretty much one shot. Maybe it has something to do with the critical hit from the Antiprotons i use?

I think i will give front dual beams ago and see how i get on...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-10-2010, 11:02 AM
Quote:
Originally Posted by mcoupe99 View Post
Yeah i do have rapid fire and do high damage using it.

However, the way the rear beam away on overload hits is just amazing, it will take down a BoP's shield and do good hull damage in pretty much one shot. Maybe it has something to do with the critical hit from the Antiprotons i use?

I think i will give front dual beams ago and see how i get on...
when you rapid fire with your cannons, it increases your rate of fire (more shots fired) and reduced the amount each shot does.

when you beam overload, it increases the damage of your next beam attack.

this is a mechanic issue in the way that the buffs are applied. for that initial burst, beam overload does way more. but if you take that total damage boost (overall) of CRF:III vs Beam over III, CRF:III wins. especially since beam overload only buffs your next beam attack, CRF lasts for 15 secs.

Beam overload might be better if it buffed your beams for a set period then disabled all beams for a set time (hence the overload damaging the beams)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-12-2010, 06:20 AM
Pls note that there is somekind of weird bug that Beam Overload takes off that weapon offline (as it should..), but... in some cases it never comes back ONLINE again. Thats very nasty in battle.....
Happend to me in several occasions in battle...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-13-2010, 01:20 PM
Isnt that like a broken sub system.
Does engineering team fix that or tactical team.
Im not saying its not a bug, im just wondering if sometimes it can be fixed with a team power.

I never liked beam overload becuase it drains my power to 0 it might be nice for the occasional big hit but you can get the same effect with a T-Torp and you dont need to put points in beam arrays nor do you lose the extra frontal damage of a turret.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-13-2010, 01:49 PM
"I never liked beam overload becuase it drains my power to 0 it might be nice for the occasional big hit but you can get the same effect with a T-Torp and you dont need to put points in beam arrays nor do you lose the extra frontal damage of a turret."

Actually, BO doesn't drain your power to 0 anymore, drops it about.. 40/50 points I believe now, there abouts, which really isn't that bad. Using BO with Dual Banks at close range.. followed by HY.. yes it works wonders.. now if you were in an escort you'd probably want to drill the front shield with the Rapid Fire, move in close pass by then use BO on the rear (should be weak) to take it out then HY those torps at point blank .. yes it works very well.
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