Captain
Join Date: Jun 2012
Posts: 598
# 11
07-22-2012, 11:50 AM
Quote:
Originally Posted by lianthelia View Post
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.
Rapid Cannon Fire increase the cannons rate of fire substantially, but not help turrets much. There mixing cannons, beams and turrets, as long as you have enough console to back them up. I flying a Dread, so go figure. I didn't ask for them make more powerful, just speed up the rate of fire, proportionately for the turrets.
Commander
Join Date: Jun 2012
Posts: 453
# 12
07-22-2012, 11:54 AM
The rate of fire for both cannons and turrets are increased to the same with rapid fire.
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Captain
Join Date: Jun 2012
Posts: 598
# 13
07-22-2012, 12:00 PM
Quote:
Originally Posted by dknight0001 View Post
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 don't know what you are talking about? My cooldown is not 30 secs. It all depends on the DOFF set up, but we are not talking about doffs. The subject is about turret rate of fire, by default.



"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."

If you will continue to attack "the poster" everytime you jump into someone else's thread and disagree, then this "poster will disregard anything that will come out of your post, as if you said nothing.

Last edited by alexindcobra; 07-22-2012 at 12:02 PM.
Career Officer
Join Date: Jul 2012
Posts: 629
# 14
07-22-2012, 12:38 PM
I'd love to just have an increase in turret visual effects though.
Captain
Join Date: Jun 2012
Posts: 598
# 15
07-22-2012, 12:57 PM
Quote:
Originally Posted by daiouvegeta2 View Post
360 degree fire arc, that is all.
What i'm saying is that the rate of fire in this game doesn't make sense. Think about real life turrets, or turrets in the Star Trek universe. In real life, the one turret on a US Naval Ship is Phalanx CIW, a 20mm gun which fire 4,500 rounds/minute. then there is the Mk-46 GWS, a remotely operated naval gun system that uses a 30mm high velocity cannon. It fires 200 rounds/minute. The main gun on most modern warships, is the Mk 45 Naval artillery gun that fires 20 rounds/minute. As you can see, the more powerful the weapon, the slower the rate of fire.

If you want to use the sci-fi universe, you can look at any show, Star Wars, Star Trek, Battlestar Galactica, etc.,and will see the heavier weapons fire ate a slower rate of fire than smaller weapons. The arc of the weapon is irrelevant to a weapon rate of fire. That why, I say the way this game has the weapons set, doesn't make any sense. For example: the rate of fire for the Defiant and Klingon Birds of Prey in this game fire alot faster than the Defiant and Birds of Prey in the shows and movies. The Devs always use the excuse that they have to follow Star Trek lore when a player wants to make this game more like other MMO's. What happened with the weapons in this game, why aren't they following "Star Trek lore?"
Captain
Join Date: Jun 2012
Posts: 1,241
# 16
07-22-2012, 01:12 PM
Turrets would be more useful if they were the only weapon type that had three effects.

First effect would be damage (of course).

Second effect would be the weapon type effect.

Third effect would be dependent on the boff ability that is being used.


Rapid Fire: adds +25% chance to crit (damage)
Volley Fire: adds +25% chance to inflict second effect.


...and allow them to be used for subsystem attacks. They're turrets..they fire small enough rounds and their 360 degree line of fire would make them ideal for subsystem targeting.
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Commander
Join Date: Jun 2012
Posts: 326
# 17
07-22-2012, 01:30 PM
@alexindcobra (the OP):

You posted a question on the forum, then attacked players that had completely useful responses. They make sense.

Turrets have a slower rate of fire and lower damage output per volly b/c of their 360 degree firing arc. This is due to game mechanics not allowing an 8x Turret Boat to completely dominate the field.

If you want the rate to be higher on turrets, then the damage output would need to be lowered, by your RL scenerio. Anybody would be able to get off more shots from shooting a small-caliber automatic rifle, rather than a bazooka.

I use 3x turrets aft and 1x DBB w/3x DHC fore on my escort. I don't seem to have much of a problem, and I'm not a god at this game. I'm also not attacking people w/any useful input on any thread when I'm asking for help or support from the players to get something noticed by the company(s).
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Ensign
Join Date: Jun 2012
Posts: 17
# 18
07-22-2012, 02:30 PM
Quote:
Originally Posted by alexindcobra View Post
What i'm saying is that the rate of fire in this game doesn't make sense. Think about real life turrets, or turrets in the Star Trek universe. In real life, the one turret on a US Naval Ship is Phalanx CIW, a 20mm gun which fire 4,500 rounds/minute. then there is the Mk-46 GWS, a remotely operated naval gun system that uses a 30mm high velocity cannon. It fires 200 rounds/minute. The main gun on most modern warships, is the Mk 45 Naval artillery gun that fires 20 rounds/minute. As you can see, the more powerful the weapon, the slower the rate of fire.
Ok, using examples of real life weapons is completely ridiculous...

Turrets are balanced. They may not fire fast enough for you, but that is irrelevant. The only thing that matters are the numbers.

Quote:
Originally Posted by alexindcobra View Post
If you want to use the sci-fi universe, you can look at any show, Star Wars, Star Trek, Battlestar Galactica, etc.,and will see the heavier weapons fire ate a slower rate of fire than smaller weapons. The arc of the weapon is irrelevant to a weapon rate of fire. That why, I say the way this game has the weapons set, doesn't make any sense. For example: the rate of fire for the Defiant and Klingon Birds of Prey in this game fire alot faster than the Defiant and Birds of Prey in the shows and movies. The Devs always use the excuse that they have to follow Star Trek lore when a player wants to make this game more like other MMO's. What happened with the weapons in this game, why aren't they following "Star Trek lore?"
Once again, what happens in some movie has no bearing on game mechanics; and this is as it should be.

But I do have a solution for you and all you will need is a small flashlight.

The next time your turrets fire, start making motorboat noises while quickly flashing your flashlight into your eyes. It will be just like the turrets are firing faster. Better even as you can pretend that you are being blinded by therie awesome power...

And my solution makes a lot more sense than your thread...just saying...
Ensign
Join Date: Jun 2012
Posts: 22
# 19
07-22-2012, 03:41 PM
I wish there was no need to use turrets to maximize DPS. I find it silly to see turrts on ships that had no turrets in the show. My Intrepid has aft turrets and its dumb that I have to use them to get more in my forward firing arc.
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Empire Veteran
Join Date: Jun 2012
Posts: 116
# 20
07-22-2012, 03:44 PM
tea, play thats is all if you need a team support ship and you fancy the role then turretts are the way forward
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