Lieutenant
Join Date: Feb 2013
Posts: 94
# 211
02-18-2013, 02:00 PM
although beam overload is a nice bit of spike damage, it's not a dps gain over fire at will because of how far it drops your weapon power. this is even more evident when you have 5 or more beams all hitting the target when you do hit overload - you may have to hit a consumable or another boff power to recover.
Lieutenant
Join Date: Jan 2013
Posts: 32
# 212
02-19-2013, 08:11 AM
I ve got my beams sorted they do on avg of around 600 per shot now I am a Eng using emg power to weapons plus the two nice power skills you get plus batt if I need too

I also cut down on the amount firing by using dual beam bank and one one cruiser a torp luncher.
Lieutenant
Join Date: Feb 2013
Posts: 33
# 213
02-19-2013, 08:39 AM
Regarding dual beam bank vs single cannon - on a cruiser for isntance - sto wiki shows the DBB as a higher DPS
Career Officer
Join Date: Jun 2012
Posts: 1,247
# 214
02-19-2013, 08:53 AM
It gets a lot closer between a single cannon and a DBB if you start adding in cannon skills, DEM, and factoring in uptime. Cannon skills boost your turrets, too, and are in general better then beam skills. It gets really, really close.

Single cannons + turrets blows single beams out of the water.

On BO: It isn't bad if you are running an A2B build, you just time your A2B for after the BO fires. Similar if you are running Ep2W. Things won't always line up but the times it does will save your DPS from dropping after the BO. Still, in general single cannons are better. Doesn't mean I wouldn't slip in a DBB and a BO for some burst when I wanted it.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard

Last edited by kimmym; 02-19-2013 at 08:55 AM.
Lieutenant
Join Date: Feb 2013
Posts: 33
# 215
02-19-2013, 09:42 AM
Quote:
Originally Posted by kimmym View Post
It gets a lot closer between a single cannon and a DBB if you start adding in cannon skills, DEM, and factoring in uptime. Cannon skills boost your turrets, too, and are in general better then beam skills. It gets really, really close.

Single cannons + turrets blows single beams out of the water.

On BO: It isn't bad if you are running an A2B build, you just time your A2B for after the BO fires. Similar if you are running Ep2W. Things won't always line up but the times it does will save your DPS from dropping after the BO. Still, in general single cannons are better. Doesn't mean I wouldn't slip in a DBB and a BO for some burst when I wanted it.
I second the cannon+turrent > beam array statement. Soon as I got the Excel-R and went from beam boat to the dbb/turret build I can see a huge diff in my game, pvp, pve, stf, whatever

I also like that I can do the good deeps and still heal like a cruiser should
Starfleet Veteran
Join Date: Jun 2012
Posts: 77
# 216
02-19-2013, 10:30 AM
I personally now run Tac for everything. You can dps out a Sci and an Eng, but to be honest. It's better to stick with cannons, all 3 classes. The rest with beams are now useless imo. Apart from Dual beam banks with overpowering them

Based on the parser anyway.
Lieutenant
Join Date: Feb 2013
Posts: 94
# 217
02-19-2013, 03:03 PM
in my fed side jem dread and my klink side vo'quv i run beams. i do 9-10k dps. both characters are two weeks old or newer (5 days on the klink) so neither really ahve much by way of rep gear. both do 9-10k dps on average, sometimes a lot more, in any space stf

if that's not good enough then there is something wrong with player perceptions more than anything else. i dont pvp in this game - the ttk is too short. 80k quantum torps from players should not be possible in pvp. but for pve not only is 9-10k fine, its very much overkill for 3 year old content that was designed when most of these fancy ships and consoles didn't even exist and gear tapped out at mk x
Commander
Join Date: Jan 2013
Posts: 336
# 218
02-20-2013, 11:54 AM
IMO, what really pushes cannons overboard are turrets, but I would have to say that beam array also drain an excessive amount of power for the damage they actually do, even on a full broadside.
Career Officer
Join Date: Jul 2012
Posts: 1,255
# 219
03-13-2013, 12:11 AM
Quote:
Originally Posted by sophlogimo View Post
At this point, we should remind ourselves that STO is a PVE-centered game. 95% of players (if not more) do not really play PvP in any significant amount.

This is a very important thing to keep in mind.
I play PVE exclusively and part of the problem with the beams weakness is the inability to finish missions anywhere near as fast as escorts. I am being forced as a science captain to adapt like a borg to be able to complete space battle centric RA's and DC's that require blowing up some number of enemies that seem to have a neverending supply of ships. It's not right.
Captain
Join Date: Jul 2012
Posts: 2,840
# 220
03-13-2013, 12:26 AM
The easiest solution is to not change anything in regards to cannons. Just add greater shield penetration to beams - nothing huge mind you, but enough to raise their game. Lets say an additional 15-20% increase in shield penetration.

Heck maybe new beams are introduced in S8 or 9 as a T6 weapon for fleet admirals.

Beams offer the ability to modulate your output, and in some cases surf right past shields of varying types. This flexibility allows for ships to engage in multiple scenarios while exploring. This is Star Trek after all.

Cannons are not modulatable (OMG - its a real word), and are design exclusively for combat. Their sheer damage output clearly has one purpose - damage. I can't imagine a starship captain saying -'blow the crap out of the ice field and maybe we can splash some water over there' when 'we can pierce the heliosphere to drill holes in the ice to help increase precipitation across the lower continent' seems much more in line with the game

To be honest, I am satisfied with beams as they are. I can easily finish the STF's and missions, and for large fleet engagements, the flexibility with their firing arcs are tough to beat.

My Two Bits

Admiral Thrax
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