Well I tried really really hard to stay away from this thread but I have to put my 2 cents in lol.
Beams are for ranged attacks, Cannons are for close combat.
Beams at close range do next to no dps and the same can be said for Cannons at a distance.
The OP started this thread winging about beams in close combat, (main reason I didn't won't to post because the whole beams vs cannons often ends up as a flame fest).
I have ships with beams and they all stay over 5km from the target any closer and I loose to much dps only time I do get close if I'm chasing a team mate to heal them lol.
I also have ships with cannons that attack up close and personal and stay less than 5km to target if I get to far away from the target my cannons do minimal dps.
Don't believe me test it out for your selves, jump in your ship and start an attack run on a single target 10km away if your using cannons watch how your dps increases as you get closer and the opposite can be said for beams watch how your dps drops as you get closer.
No idea where you get this information from.
Cannons do more than beams inside 6-7km. Outside that, beams do more than cannons.
All energy weapons do more damage as range to target decreases. This is due to dropoff at range. Beams suffer slower rate of dropoff as range increases, hence the previous statement.
I've used cannon builds and beam builds. Currently using dual beam arrays. I do way more damage up close than far away.
So... I have no idea what beams you use that do less damage as you approach, but I wouldn't use them anymore if I were you.
One thing I could say is fix the power drain on beams and come up with a second version of FAW. The new version would rapid fire all facing beam arrays at your target instead of wasting DPS on other enemy flying objects. FAW as it is, only an anti fighter/mine ability and actually hitting your target 30% of the time. The only time it is effective against your target is when you are 1 on 1 and there are no other hostile objects within 10km.
Just like there are BOFF powers for Rapid cannon scatter fire for AOE damage on multiple targets and there is Rapip Cannon Fire fore direct damage on one target, there should be two BOFF powers for FAW, one FAW will rapid fire beams in all directions at every hostile target, and the other would rapid fire all facing beams diractly at one target.
Last edited by alexindcobra; 01-30-2013 at 10:19 AM.
my main charc flys a beam boat assult cruser as cannons just out be pointless as I can't keep the thinks facing in the right direction anyways..
with all eight firing it sometimes feels like I m doing nothing...its quite annoying as my eng charc has got the weopons skill quite high ( plan to fly other ship types with it) plus multiple consoles.
However on my other charc a level 21 tactical with escort out fitting with all heavy duals on the front different story.
Cannon Focused Charge: Basically Beam Overload for cannons. Combines all shots from one firing cycle into one large high damage shot. Drains weapon power. Level 1 starts at Lt, like all other cannon abilities.
Beam Focus Fire: Increases rate of fire of all beams on target for X sec. Basically Cannon Rapid Fire for beams.
Beam arrays do decent dmg, but what kills them is the power drain from using alot of them together and their slow fire rate. Any beam array fires a 4 shot cycle with the same 4 sec cooldown till next cycle, but during the 4 shot cycle they fire slowly and together. The major issue is their lack of fast cycling rates in comparisson to cannons, less dmg than cannons, and poor energy management vs cannons.
Also comparing FAW vs CRF the BA's take again a heavier hit to the wp by causing all the arrays to fire at once vs cannons faster recycle rates, killing the ba's dmg rate more than what little is lost from a crf attack. I could never understand why they designed BA's to fire a chain volley of attacks that would simply kill themselves and each others dmg rates by draining power so heavily. They would be better suited if they made them fire a simple 1-2 shot cycle per array this way they can recycle power more quickly for the next volley.
DBB's or beam&1/3 are also a joke as they get 1&1/3 the dmg rate of a single BA with almost 1/3 the FArc.
Last edited by shadowwraith77; 02-01-2013 at 12:01 AM.
I agree. Beams should not be so sad in comparison that they do not appeal to the players in general.
This is something I agree wholly with, nothing should be useless; but I always wonder.... why don't people use DBBs? Even my ultra-space-whale-Vo'Quv uses DBBs to great effect in PvE. DBBs do considerably more damage while benefiting greatly from BO... all the while having a fire arc most cruisers can easily keep up with. DBBS in the front and turrets/KCB inteh back.
Unless people want to not turn or worry much about movement, in which case the standing still or ultra slow moving broadside would be the method of attack of choice.... but then to also want to do lots of DPS sounds kinda silly.
Last edited by skyranger1414; 01-30-2013 at 02:54 PM.
If you're setting up your weapons to fire fore, then you put turrets in the back. Turrets are affected by Cannon skills, so you end up only affecting half your weapons (beams or cannons).
A Beam Turret would help a lot. Better beam abilities would be nice too.
"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk