Captain
Join Date: Jun 2012
Posts: 598
# 1 Why Turrets?
07-21-2012, 09:30 AM
Why is the rate of fire for turrets and reguler cannons so slow? Turrets are already weak weapons, why handicap it further with a rate of fire that make the weapon almost non-existant? I use a turret in concert with cannons, heavy cannons, and beams. I pick the turret to make up for the blind spots that beams and cannons leave behind. The problem is that the turrets fire too slow to do much, even against NPC's, let alone players. Why do do you think Deferi Ships can't defend themselves? I will tell you, because they are armed with just one turret that fire 2 shot per second. At that rate, they abosolutle do nothing to the enemy. Rapid fire barely increase the rate of fire to 5 shots per second. That is laughable. Regular cannons are also quite slow in rate of fire but faster the the turrets in rapid fire. Rapid Cannon Fire 1 is all that a cruiser captain can use except for the Oddyssey, but it can't mount heavy cannons. RCF 1 does not sustain longer than 5 seconds and has a 10 sec cooldown, while RCF 2 and 3 are almost never ending and only availble to escort captains. That is total BS and goes against the Cryptic's so called game balance. There is no balance when most players in PVP are in carriers or escorts, because canon cruisers are hadicaped in their abilities, so you need weapons other than beams to protect the blind spots. Beams in this game miss fighters alot, while turrets don't miss. Its doesn't make sense to have the smaller weaker weapons shoot slow like P shooters while heavy cannons fire like a repeating machine gun.

The point I'm trying to drive home is that turrets need a faster rate of fire. I'm talking to you, Devs.
Commander
Join Date: Jun 2012
Posts: 399
# 2
07-21-2012, 09:40 AM
Weapons are balanced around their firing arcs.
Upping the firerate would leed to less damage per shot to keep everything equal.
Except for visuals it would change nothing at all.
Captain
Join Date: Jun 2012
Posts: 598
# 3
07-21-2012, 09:55 AM
Did you just totally disregard that the Turrets are way weaker than the heavy weapons and fire slower? You are not making any sense. They are weaker than the beams, so why make them fire slower?
Commander
Join Date: Jun 2012
Posts: 466
# 4
07-21-2012, 10:25 AM
360 degree fire arc, that is all.

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Republic Veteran
Join Date: Jun 2012
Posts: 3,263
# 5
07-21-2012, 10:44 AM
Funny you mention you use heavy cannons but don't complain about them? They fire the slowest of any energy weapon.

Not that it has to be said again since its been said enough times but turrets have a 360 degree arc, they are balanced around that. They are the only weapon in the game you can load on your aft and still fire if you keep your fore on your target.

They aren't meant to be powerful, they are meant to be useful.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,529
# 6
07-21-2012, 11:47 PM
I suppose I've never had problems with turrets as I only mount them on ships with DCs/DHCs and alway mount more than one so I get a very high rate of fire out of the entire group.

I think the fact that your mixing Beams and Cannons with Turrets is your problem, Beams or Cannons and Turrets will result in better builds.

The funny thing is some of the builds I see claim a high rate of fire for turrets allowing for a near constant Disruptor proc. 3 shots every 2s if I recall correctly.

But as is typical for this poster, he's not wrong, the game is wrong. As proven by pretty much every thread he starts complaining an aspect of the game is not powerful enough.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
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Lieutenant
Join Date: Jun 2012
Posts: 97
# 7
07-22-2012, 01:00 AM
Quote:
Originally Posted by alexindcobra View Post
Did you just totally disregard that the Turrets are way weaker than the heavy weapons and fire slower? You are not making any sense. They are weaker than the beams, so why make them fire slower?
Your not making sense by not reading what was said. They Fire 360 arc. Thats Constant DPS. Others Dont have a Constant DPS wich balences things out. If they got a Hire Rate of fire the DPS would increase. thus a Nerf would be made to the DPS. On my Carrier i use them I have no issuse i also rotate from Scatter volly to Rapid which adds to my DPS and Rate of Fire!
Commander
Join Date: Jun 2012
Posts: 453
# 8
07-22-2012, 01:19 AM
What I don't think you seem to realize about turrets, is that they constantly fire.

Ask yourself: Do you do more DPS with 4 dual heavy cannons on the front of your escort and 3 beam arrays on the back?

When you attack and enemy, those aft weapons aren't firing. They are providing 0 DPS.


Now replace those aft weapons with turrets. Now you have both front and back weapons firing forward. Regardless of how little DPS turrets bring by themselves, the fact remains that a little more DPS is still better than nothing at all.


What I want to know is: Where did you get this idea that they fire slower than beam weapons? I've always noticed the same rate of fire for both weapon types- shots and beams. They haven't been nerfed at all, at least not in the last 6 months.
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Empire Veteran
Join Date: Jun 2012
Posts: 471
# 9
07-22-2012, 02:49 AM
As others have said, turrets are balanced around their 360degree arc. To buff them would be to return the turret cruiser scourge. Besides three turrets make for acceptable sustained pressure while an escort repositions for another frontal attack run, that is exactly what they are meant for.
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Survivor of Romulus
Join Date: Jul 2012
Posts: 1,529
# 10
07-22-2012, 09:39 AM
Quote:
Originally Posted by alexindcobra View Post
Rapid fire barely increase the rate of fire to 5 shots per second. That is laughable. Regular cannons are also quite slow in rate of fire but faster the the turrets in rapid fire. Rapid Cannon Fire 1 is all that a cruiser captain can use except for the Oddyssey, but it can't mount heavy cannons. RCF 1 does not sustain longer than 5 seconds and has a 10 sec cooldown, while RCF 2 and 3 are almost never ending and only availble to escort captains.
Just a point here, All levels of Cannon Rapid Fire and Cannon Scatter Volley have a 10 second uptime, a 30 second cooldown and a 15s system wide cooldown. By running two copies of this and TT1 an Escort keeps it's buffs up 2/3 of the time or 66% not 100%. Even with DOFF enhanced cooldowns both the Tac Team and the Cannon Rapid/Scatter have a 15s system wide cooldown that can not be bypassed.

If your going to complain about how the mechanics work against you at least get them right.

The higher Rapid Fires shoot more rounds per burst and I believe both Beam Fire at Will and Scatter Volley hit more targets at higher levels.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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