Due to the cooldowns that all cannons share, you can't fire more than 3 in succession. What ends up happening is that the fourth cannon waits, starts the next string of three, and so on. As such, having a fourth cannon won't increase your damage any more than having three cannons.
This is like year old outdated information, please do not listen to it. They got rid of the confusing and limiting Cannon cooldown ages ago.
yeah, I use 3x DHC, 1x Quantum Torp. I find that typically, in the lag time between torpedo firing and impact I can knock their shields down, and the torp spread can hit for full damage. Failing that, it's another chance to shoot down things like Heavy Torps, Boarding Shuttles, etc. The extra DHC is also extra power drain, which counteracts some of the additional dps it gives - where a torpedo, on the other hand, doesn't drain power.
It terms of power consumption, my weapon subsystem is still over 80 with each cannon/turret volley. In terms of DPS, that is still more than when I fire a quantum torpedo.
Originally Posted by Rob_mc_1
I had the same problem with the Ensign slot being useless. I found the fleet escort or the advance escort more to my style since the target subsystems overlap with beam overload.
That's good to know!
Originally Posted by aashenfox
You should be running two tactical teams anyway.
I do have 2 Tactical Teams. However, the issue is that, in an all cannon build, the only skill you can have for all 3 Tactical Officer stations are Tactical Team. And having 3 is pointless.
I still like having three dual heavy cannons up front with a dual beam bank, and turrets in the rear.
You can get a nice crit with BO and antiproton weapons
I thought about that too, but the energy cost is -10 for beam weapons. While the DHC is -12. I'm not sure if -2 is really that much to worry about, when the DHC does about 30 DPS more (before buffs, which would make the difference greater).
Although, not wasting a skill in favor of some burst damage is also a pro for dual beam bank. Might still consider it.
Ah, ok, I see what you mean. Well, since I tend to be on mass destruction duty in STFs (stopping groups of gate runners for example), I run two scatter volley and two torpedo spreads. Therefore, my layout is thus: (Caveat: I use tricobalt torps, so the AoE on tightly packed groups is still sufficient with only 2 targets hit per application).
Ensign: Torpedo Spread I
Lieutenant Com: Tac Team I, Torp Spread II, Cannon Scatter Volley II
Commander: Tac Team I, Cannon Scatter Volley I, Attack Pattern Beta II, Attack Pattern Omega III.
You can swap AP Beta and Scatter Volley on the commander around if you like, but I prefer it this way round for the extra damage resistance debuff on my current target. Point is, I'm rarely hitting less than 3 enemies with most of my attacks, while heavily debuffing my primary target.
I use a G13 by logitech to run macros for most of these abilities. For example, I only press one key to use either of my available Scatter Volleys (whichever is lit at the time is automatically used), and when I fire torpedoes, one of the spreads is automatically activated beforehand too (cos these are good single or multi target), and I have a rolling macro for my Tac Teams. When I start an encounter, I press one key and never have to worry about tac team again, it uses the first tac team, waits 16 seconds (due to lag), then fires the second tac team, waits 16 seconds and repeats. This is a toggle I turn on and off.
I'm still pretty new at this game, but I was a premier theorycrafter in WoW and I'm quickly getting a handle on STO, so if there something glaringly wrong or missing, someone could point it out, however, this setup is serving me extremely well so far.
If you only have tricobalts, you may want to change your skill to High Yield and fire off 2 tricobalts at a time. Sadly, it's only going to target one enemy.
The other issue I was having with tricobalt torpedoes, is that they are incredibly slow. Against the STF (normal) probes, bird of preys, and raptors, I usually kill them before the tricobalts reach them. I think, in elite STF, I can still kill probes and bird of preys before they get hit by tricobalts.
The page is wrong (like so many on stowiki unfortunately) and so are your guildies. This has been fixed now for a long time. They hit less targets per spread than other torps, but the AoE is so strong, I think it's as it should be. Tell them to look at the description in game. The damage from Tricobalts is fantastic, and I have no problem with their slow rate of fire, it means they are empowered every time I use them.
For reference, with tricobalts on spread setting, mk I spread hits 2 targets, mk II hits 3 targets and mk III hits 4 targets.
Bottom line, fire a tricobalt spread at a tightly packed group of ships, and watch them go boom, my primary target does not survive the initial volley and between the AoE of the torps and subsequent warp core breach of my primary, the whole group tends to go pop if not immediately, then within a few seconds of one another. It's almost fire and forget. The closer packed they are, the more effective it is.
I believe damage radius is 1km, which increases to 2km with high yield III.
I don't use high yield, because the damage difference between it and a spread fired at a single target is minimal, which makes spread the jack of all trades.
EDIT: I will confirm tonight the number of targets hit, and if the game descriptions are correct, I will edit the wiki myself.
No, I don't use it on autofire, as the recharge is so long, I want to always use it with spread (or high yield if I'm using it). I'm not sure how long the recharge is, but it's long. Of course, as I'm sure you've heard, you need to use it at point blank range to avoid them being shot down. Not many PvE NPCs even try to shoot them down, but some do, and it seems to be a lottery whether they shoot them down or not. Mitigate this by firing at the last second.
I finished my test already, and can absolutely confirm that the operation as described by the tooltip in game, is correct. One thing I did get wrong though, is when I said that it fires more than one at a single target. It doesn't (while other torp types do). A single target is always only one torpedo, so that means high yield is markedly better single target, since spread does nothing (if anything it fires a single weaker torpedo, I assume, I'll need to test that).
Be aware they have quite a knockback effect on them, if you fire them at ships making for a gate, make sure you are between the enemy and the gate to avoid as much swearing in party chat as possible