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Testing the Quad cannons when?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Just curious when we get to test these out. My initial feeling is that they can't possibly make the weapon system good enough to bother trying to over come the additional engine power drain, especially if we are able/willing to mount more then one of them. Connically speaking a defiant would only have quad cannons and quatum torps so mounting more then 1 would be perfectly logical. but with STO game mechanics that engeine penalty is going to be difficult to overcome.

I'm hopeful that it won't be a dead out of the gate goody as its effect/sound are aweseom, but we shall see :(
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    You might have to spec into to it. Maxing out all eng engine powers, keeping your engine power higher, also remember that the combat impulse engines are designed to work at low power, and still have a buff on them at 0 power. My engine modifiers have me somewhere near 50 engine power, and I have that on its lowest setting.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    true, but assume this is after all modifiers so you'll really have to try for it. Assume its might work like current stuff where you essentially get ONE for free, and then any after the first would hit you with both -10's....so if you had say 3 of them mounted all of them would be firing at you max weapon power -20 (not sure if quads are 10 power each?) AND a -20 to engine power.......assuming that with the combat impuse even if you went to zero you'd move as if you wer at 25? forget how those worked.....never use em.

    I tend to go for all the "power" abilities and fit what else i can around those so i'll be better off then some in that regard. It'll be alot better for engineers, but then they won't get quite as much out of cannons as an tac captain can.

    hoping for the best though. And who knows with the skill revamp we may have more points to place as we won't have to spec into SPECIFIC ships and weapons......assume we'll simply have a "science ship" advancment like we have, and a "cruiser" and "escort" just with out all the branches at the top teir of skills. Not sure what will happen with the weapons....either new skills or simply no skills at all that focus on weapons? meaning getting rid of the weapon skill trees alltogether?
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