Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 All Cannon Escort build
02-11-2012, 04:39 PM
I had originally intended for this thread for other players to give me suggestions on how to not waste the 3rd Tactical Ensign slot for the Tactical Escort Retrofit with an all-cannon build.

It ended up turning into a thread about which has the higher DPS.

Also, an all-cannon build for the Tactical Escort Retrofit will be wasting the 3rd Tactical Ensign slot. If you want the most out of your BOFF skills, it's recommended that you go with a Fleet, Advanced, or MVAE.


Original Post
Quote:
Originally Posted by Shook-Yang
I'm using a Tactical Escort Retrofit with all cannons, but the Ensign Tactical slot is entirely useless, because the only skill I can use at Ensign level, is Tactical Team, which I already have on the Commander and Lt. Commander Tactical slots.

For those who have an all cannon Escort, do you find the damage that much greater than any other configuration in terms of DPS?

I'm considering putting in a torpedo or possibly going all beam arrays, as the STF Escort guide seems to indicate that it can handle itself fairly well.

Right now, as I'm still upgrading my gear, my ship can't tank very well. As such, I try to move full throttle when I'm against a cube or sphere. Not really an issue with the cube, as I crash into their side and just fly back and forth across their hull. Spheres are a little more troublesome, and I was thinking the all beam array build would be better for someone who likes to fly at max speed to get the defense bonus.

Your input would be greatly appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-11-2012, 05:00 PM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-11-2012, 09:30 PM
Had no idea that there was a cool down.

So, I'm guessing that applies to turrets as well? But, I've seen the turrets fire at the same time as the cannons...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-11-2012, 09:49 PM
Quote:
Originally Posted by Shook-Yang
Had no idea that there was a cool down.
That's because there is no longer a shared cooldown for cannons.

Most people just use a torp for weapon power/burst damage/more boff powers reasons, as far as I can see vOv
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-12-2012, 12:31 AM
Quote:
Originally Posted by zekesulastin
That's because there is no longer a shared cooldown for cannons.

Most people just use a torp for weapon power/burst damage/more boff powers reasons, as far as I can see vOv
Ah, okay. I had just ran some tests and saw that the 4 DHCs definitely showed more energy bolts than with 3 DHCs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-12-2012, 12:45 AM
I run my tac officers like this

Commander: Tactical Team 1, Torp Spread II, Scatter Volley II, Attack Pattern Omega III
Lt. Commander: Tactical Team 1, Torp Spread II, Scatter Volley II

Each set of TT, Torp, and Scatter get cycled every 15s, and APO gets fired when I need more damage or to escape a tractor beam (coincidentally, I run an Advanced Escort, which has an Ensign Sci, which I fill with Tractor beam, fixing those spheres in my front arc). Tactical 2 and 3 really don't have that much of an advantage over 1, since the best part of it is to instantly redistribute shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-12-2012, 02:32 PM
Thanks for the suggestion.

I tried putting in a quantum torpedo in one of the fore weapon banks.

I'm just not entirely convinced I'm doing more damage overall (certainly not more DPS) by losing the 4th DHC.

Most of my skills are geared towards energy weapons, rather than torpedoes. So, that may play a part in it.

I'll play around with the build a bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-12-2012, 09:44 PM
I think there are a few work arounds. Torp Spread is a great ability and when you run with two or more copies (which you can on an escort) it is usually always up. So finding a Torpedo that has a short cool down is good, or use DOFFs which have a chance to lessen the cooldown.

I stacked my DOFFs for the team cooldown and I can see how that will be not only be useful for an escort but just about every ship. There is a global cooldown for Team, but once you reach that you can free up other things for different abilities.

High Yield Torpedo is also a great skill. I think if you run with 3 Tetryon duel heavy cannons (which can strip shields and are affected by Flow Capaciters) you will find that the torpedos will hit for more damage if the shields are down. You can also just stick a Tricobalt device in there with High Yield III and with some good timing you will have damage buffs on you when that thing hits a ship whose shields have been stripped. That is a longer cooldown but that might actually be worth it as a big boom like that can save you time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2012, 02:05 AM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2012, 02:51 AM
I use a dual beam bank for my spike data.

I use the following

Commander: Tactical Team 1, Beam overload II, Rapid Fire II, Attack Pattern Omega III
Lt. Commander: Tactical Team 1, Scatter Volley I, Beam overload 3

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.
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