Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-01-2010, 04:43 PM
Quote:
Originally Posted by CnB
Hm? I don't know what you mean. As far as I know, Dual Beams, the only other Beam weapon aside from Arrays is a 90 degree weapon. Cannons hit at 180 degrees and I believe I mentioned them in regards to broadsiding.

http://forums.startrekonline.com/showthread.php?t=88576

That lists the different weapon systems available.

P.S. <3 Fran.
My bad I was insane Yes Cannons have 180 Banks have 90. It has been a long day and I'm still at work so I get my two toons mixed up. (one uses all banks another is all cannons)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-01-2010, 04:56 PM
I tend to do both broadsiding and frontal attacks depending on the situation I'm in with my Escort. I'm sure that's probably the mickey mouse play style though for the class lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-01-2010, 05:04 PM
Topic: relevant
Forum: wrong!

Depends on vessel, Escorts are full frontal, Cruisers are not.
Don't know about science thingies, didn't play those in beta.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-01-2010, 06:18 PM
Quote:
Originally Posted by MechaBunneh
My bad I was insane Yes Cannons have 180 Banks have 90. It has been a long day and I'm still at work so I get my two toons mixed up. (one uses all banks another is all cannons)
All cannons? I thought that cannons couldn't be fixed to the rear and that the most that were practical totalled two, due to a global cooldown?

I suppose I should mention that turrets are capable of bolstering a frontal assault, but I'm not sure what skills are tied into them. You'd have to use an EPS relay or two to make good use of them and I guess if you're not cover, you could end up wasting your beam overload using a turret shot instead of a dual beam.

I think you'd still lose out in terms of dps to a dedicated broadside set up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-01-2010, 06:36 PM
Quote:
Originally Posted by CnB
I think you'd still lose out in terms of dps to a dedicated broadside set up.
Not a chance in hell, heavy canons do way more than any cruiser can broadside with beams, throw in a couple of turrets on the back and maybe a torp or mine layer and you are good to go. And to address an earlier comment, escorts do not need anything to help them turn to fire a torp even one stuck on its backside, they all turn on a dime.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-01-2010, 06:46 PM
Quote:
Originally Posted by CnB
All cannons? I thought that cannons couldn't be fixed to the rear and that the most that were practical totalled two, due to a global cooldown?

I suppose I should mention that turrets are capable of bolstering a frontal assault, but I'm not sure what skills are tied into them. You'd have to use an EPS relay or two to make good use of them and I guess if you're not cover, you could end up wasting your beam overload using a turret shot instead of a dual beam.

I think you'd still lose out in terms of dps to a dedicated broadside set up.
I use Mines and/or Turrents (which use cannon skills) in the aft slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-01-2010, 07:21 PM
Quote:
Originally Posted by HexCaliber View Post
Not a chance in hell, heavy canons do way more than any cruiser can broadside with beams, throw in a couple of turrets on the back and maybe a torp or mine layer and you are good to go. And to address an earlier comment, escorts do not need anything to help them turn to fire a torp even one stuck on its backside, they all turn on a dime.
They don't do "way more", since arrays have numerical superiorty (two arrays > one dual cannon). And adding in turrets may very well gimp your setup, since they're very energy inefficient. If you don't use an EPS Relay in an engineering console, you'll actually weaken your dual cannons by using the turrets!

Not to mention the presence of a torpedo launcher weakening your broadside. Keep in mind that the listed dps of a weapon assumes balanced power settings fired under optimal conditions (no falloff). It doesn't pertain to the player putting all power into his weapons or boosting that power further using emergency batteries or other power related skills.

The presence of a launcher should be used only to deliever a High Yield Torpedo (or a tri-cobalt, but I don't know how good those are). And considering the lack of Tactical Officiers on a Cruiser, it's hard to justify using a High Yield over a Beam Overload, since the latter benefits from boosting weapon energy, while the former does not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 07:43 PM
Quote:
Originally Posted by CnB
Yes! It's possible to use cannons to perform broadsides in conjunction with beam arrays. The window is very small at only 50 degrees on either side,
I make it 35 degrees overlap per side.

I like broadsiding and beams have some nice skills that go with them, but if you got an escort you got to go with some big old dual cannons and zip about like the defiant
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 08:03 PM
Quote:
Originally Posted by Azimov View Post
I make it 35 degrees overlap per side.
Ah, you're correct. I forgot 250 degrees split between two sides.

Quote:
I like broadsiding and beams have some nice skills that go with them, but if you got an escort you got to go with some big old dual cannons and zip about like the defiant
And there's nothing wrong with that. You'd still do better sustained dps using broadsides though (if you're a good enough pilot to make use of cannons.) Not to mention the ability to juggle between three shield facings, while still hurting the enemy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-04-2010, 10:12 AM
In the beginning can you put 2 phasers in the foreward slots and then the torpedoes in the back slots?

Because then if you come in from the front blasting with phaser it should weaken shields enough to drop torpedoes as you pass. Would that work?
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