Commander
Join Date: Jul 2012
Posts: 310
In most games, usually, the slow weapon tends to deal more damage, while the faster weapon tends to deal LESS damage. The idea is that slow weapons are there for raw damage, while fast weapons are there for things like critical hits or burst damage.

However, this balance is thrown out the window in STO, with the Dual Cannons and Dual Heavy Cannons not only dealing more damage, but shooting faster.

Why? Cannons are the most destructive starship weapons in the game, due to RoF/DPS and raw damage, which I find baffling, while beams are just... beams. They're OK, but they'll never have the punch of cannons, which I find somewhat odd. Couple this with the fact that Dual Cannons and Dual heavy cannons can only be equipped on Escorts, and usually Tactical officers fly Escors, and they usually have Damage boosting skills PLUS a skill that makes you shoot FASTER, it's overkill. I think the fact that cannons are SO devastating is the primary reason why Tactical captains are so horribly devastating. After all, you seldom see an Escort with Beams or Dual Beam Banks, for a good reason.

So, why not up Beam damage and lower cannon damage, but give cannons an inherent CritH bonus to make 'em potentially devastating?
Commander
Join Date: Jul 2012
Posts: 426
# 2
01-10-2013, 06:56 PM
The huge disadvantage of cannons is their extremely limited firing arc. It's what they trade off for their relative damage.
Commander
Join Date: Jul 2012
Posts: 310
# 3
01-10-2013, 07:05 PM
Quote:
Originally Posted by squishkin View Post
The huge disadvantage of cannons is their extremely limited firing arc. It's what they trade off for their relative damage.
Which honestly doesn't mean much when the ships that can equip them have really good turn rates and at least 2 skills off the top of my head that increase turn rate temporarily, not to mention RCS consoles work better on Escorts.
Captain
Join Date: Jun 2012
Posts: 11,104
# 4
01-10-2013, 07:10 PM
Doesn't matter when your ship doesn't have much health, and has a hard time moving up and down.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Captain
Join Date: Jul 2012
Posts: 2,283
# 5
01-10-2013, 07:14 PM
Quote:
Originally Posted by centersolace View Post
Doesn't matter when your ship doesn't have much health, and has a hard time moving up and down.
Which also doesn't matter when you can buff your resists to high heaven and still tank nearly anything in the game since total health is meaningless. Only resists and ability to restore said health matter.
Commander
Join Date: Dec 2012
Posts: 307
# 6
01-10-2013, 07:40 PM
DHCs deal 25% or so more dps than ordinary Cannons.

125% vs 100% in damage

DHCs have 45? firing arc, Cannons have 180?

25% vs 100% in arc

I don't think they are overpowered.

Yes, a Tac with DHCs/Turrets in an Escort deals ludicrous amounts of damage in one direction but there are drawbacks in survivability and a need for mobility.

They are powerful, but if you were to put Cannons on that ship it would only lose 25% dps and lose most of its need for mobility (thanks to 180? firing arc).
That seems pretty reasonable on paper at least.

He's dead, Jim.
Rihannsu
Join Date: Jun 2012
Posts: 14,439
# 7
01-10-2013, 07:42 PM
Quote:
Originally Posted by bareel View Post
Which also doesn't matter when you can buff your resists to high heaven and still tank nearly anything in the game since total health is meaningless. Only resists and ability to restore said health matter.
Have tou seen what happens when an escort tries to exchange broadsides with a cruiser? hehe.... It's especially fun with Vent Theta and Vent warp plasma.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Commander
Join Date: Jul 2012
Posts: 310
# 8
01-10-2013, 07:47 PM
Quote:
Originally Posted by bareel View Post
Which also doesn't matter when you can buff your resists to high heaven and still tank nearly anything in the game since total health is meaningless. Only resists and ability to restore said health matter.
Resists due to skills can be nullified via skills like Subnucleonic Beam. Again, resistance matters little when ships can destroy your shields in one pass, then tractor beam you in place and shoot at your exposed side.

Last edited by undyingzero; 01-10-2013 at 07:50 PM.
Commander
Join Date: Dec 2012
Posts: 307
# 9
01-10-2013, 07:52 PM
Quote:
Originally Posted by undyingzero View Post
Resists due to skills can be nullified via skills like Subnucleonic Beam. Again, resistance matters little when ships can destroy your shields in one pass, then tractor beam you in place and shoot at your exposed side.
It's easy to ignore tractor beams, tho, and if the target hits Evasive Maneuvers or comparable on top of his Attack Pattern Omega you'll be lucky if the targets still in range within one weapons cycle.
The chances for the same shield facing still being pointed towards you are minuscule.

He's dead, Jim.

Last edited by lolimpicard; 01-10-2013 at 07:55 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 10
01-10-2013, 07:56 PM
DHCs actually fire half as much as beam arrays. Twice per cycle as oppossed to four times per cycle.

DHCs are fine. Its beam arrays that need thier drain mechanic adjusted so they do not kill thier effectiveness when used.

Dual cannons are a whole different issue as they are only marginally more damaging than beam arrays with a restrictive firing arc.

Oh,and on a side note. The old standby for escorts is 2 DHCs, 1 DBB and a torp. Its layout many still use today.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.

Last edited by bitemepwe; 01-10-2013 at 07:59 PM.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:23 AM.