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Dual Cannons for science + cruisers

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    tc10btc10b Member Posts: 1,549 Arc User
    edited July 2013
    I read your post and disagree with a lot of it. Nonsensical clap trap that is just an extremely thinly veiled Cannons Rock and Beams suck thread.

    There are far simpler solutions to what you suggest rather than making everything unique about the other factions available for Feddies. (You can have it in peace blue now if you want and make your character look human.)

    First people don't use Dual Cannons because someone, somewhere decreed that they were inferior. The same group of people declared beams inferior although they aren't as bad as people think. People just don't use them as effectively because they don't fall nicely into Min-Max builds.

    Second beam boats are effective and provide a different type of playstyle that isn't drive right up to the other ship and shoot at it. At range, DHCs suck majorly compared to DBB or BA and even torps.

    Third Subsystem target should be for beams and not cannons.

    That would be like performing precision surgery with a chainsaw or swotting a fly with a cannon.
    You advocate breaking a boff power to suit one particular style of game play. No.

    You can do this on other factions if you really want to. No need to go and change the whole game in order to make a bigger step toward Escorts Online.

    I would say Learn to Play, but that isn't strong enough.
    beerxhyper wrote: »
    if i remember a voyager episode voyager was also outfited for a bit with borg adapted beam cannons to fight the undine with so yeah it's possible.

    Yes but this isn't the TV show where they had amazing super torpedos that 1HKO Borg Cubes.
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    ehgatoehgato Member Posts: 137 Arc User
    edited July 2013
    Hell NO and NO fix the beam energy drain BUT NO to dual cannons in cruciers or scie ship.


    Sry for mi english.
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    timezargtimezarg Member Posts: 1,268
    edited July 2013
    questerius wrote: »
    How about science? Believe it or not, but there are those who loath Klingon gameplay.
    Even if one was to roll (another) klingon this does not solve the problem which exist: under usage of DC & lack of options for federation science and cruisers.

    Federation science and cruisers are confined to their classic roles by artificially denying them access to certain weapon types (Dual cannons for those wondering).

    Klingon vessels have flexibility by use of their cloak and universal Boff slots. I'm not saying that the KDF is on par with the federation in terms of vessels etc, but this does not mean that federation science and cruisers should be denied options.

    Only one Klingon ship class has the kind of flexibility you talk about, and it pays for that, and does so in a way that restricts its role anyways (at least, in PvP. I don't really care about PvE, as it is far from competitive). The other ship classes have a regular cloak that essentially only allows for a 'first strike advantage'.

    The rest of the KDF ships are restricted to certain effective roles as well. On top of that, KDF is weak in science ships (unless you roll a KDF-Rom).
    tIqIpqu' 'ej nom tIqIp
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    misterde3misterde3 Member Posts: 4,195 Arc User
    edited July 2013
    beerxhyper wrote: »
    if i remember a voyager episode voyager was also outfited for a bit with borg adapted beam cannons to fight the undine with so yeah it's possible.

    No she wasn't.
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    carasucia83carasucia83 Member Posts: 568 Arc User
    edited July 2013
    There's no reason Science Captain has to fly a Science ship, just like there's no reason that an Engineer has to fly a Cruiser or a Tactical Captain an Escort. It's myth, plain and simple, and while there are pros and cons to whatever ship you choose to fly which differ depending on who flies it, it is purely a matter of personal taste and gameplay style.

    Now that's out of the way,

    Carefully balanced Aux. Beams?
    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited July 2013
    On my primary toon, which is tactical BTW, i fly numerous types of ships, slow carriers and cruisers, nimble escorts and science ships. Single cannons, DC's and the like on a science ship? no thanks. Cruiser? out of the question. learn how to use beams correctly. i can out put almost as much damge in my 3/3 weapons on my science ships and cruisers as i can in my escort.

    What you are asking for isnt vareity its conformity. different stuff for different ships. different styles for different ships.

    If anything i would like to see a little more Universal Boff slots. At least then you can alter how you run your ship. and be more of a captain choosing who gets what job on YOUR ship. and instead of always tacking on an extra slot into one of your powers we should get a UNIVERSAL console slot. so we could put whatever we damn well please there.

    commence burning my comment to the ground.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    timezargtimezarg Member Posts: 1,268
    edited July 2013
    On my primary toon, which is tactical BTW, i fly numerous types of ships, slow carriers and cruisers, nimble escorts and science ships. Single cannons, DC's and the like on a science ship? no thanks. Cruiser? out of the question. learn how to use beams correctly. i can out put almost as much damge in my 3/3 weapons on my science ships and cruisers as i can in my escort.

    What you are asking for isnt vareity its conformity. different stuff for different ships. different styles for different ships.

    If anything i would like to see a little more Universal Boff slots. At least then you can alter how you run your ship. and be more of a captain choosing who gets what job on YOUR ship. and instead of always tacking on an extra slot into one of your powers we should get a UNIVERSAL console slot. so we could put whatever we damn well please there.

    commence burning my comment to the ground.

    IMO, universal boffslots are already quite widespread enough. They are so widespread that it has started to hurt part of the point of flying the KDF BOP class to begin with, that being the universal boffslots (the other point was the battlecloak, which the Romulan faction has effectively neutered in terms of a true 'advantage').

    If people want universal boffslots to become even more proliferated, then the BoP class should be buffed to compensate for losing that edge.
    tIqIpqu' 'ej nom tIqIp
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2013
    I am fine with the lack of DHC's on Cruisers and Science Ships. The turn rate on a Cruiser would make DC/DHC's rather irritating to get on target unless you are striking from cloak, and not wonderful to keep there once you have shown yourself. This might be useful on an immobile target, but things like Borg Spheres and other players would be no fun at all. As far as Science Ships... if you want DC/DHC, buy a Vesta variant and go for it (at least on the Fed side); if you keep the AuxDHC's you can even maintain high Aux levels for your space magic.

    How about Heavy Beam Arrays? Basically, make a Beam Array that fires half as many shots per volley, draws a -12 when firing other weapons, and has an innate +10% Crit Severity... all at the same DPS.

    What the "Heavy" designation gets you is an increase in Crit Severity and a shorter firing time at the cost of an increase in power drain and reduced proc chance. A Heavy Beam Array would get you something closer to a Dual Heavy Cannon without getting overly complicated.

    Of course, part of the difference in damage potential is also the attack modifier powers you have access to when using beams. Just do a comparison of Beam Overload vs Rapid Fire and Fire at Will vs Scatter Volley. Which has greater advantages or lesser disadvantages when compared to its closest equivalent?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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    dareaudareau Member Posts: 2,390 Arc User
    edited July 2013
    What the "Heavy" designation gets you is an increase in Crit Severity and a shorter firing time at the cost of an increase in power drain and reduced proc chance. A Heavy Beam Array would get you something closer to a Dual Heavy Cannon without getting overly complicated.

    I thought that the "shorter firing time" was a side effect of DHCs concentrating the damage into 2-3 pulses while the remaining weapons all fire 4 pulses per volley...

    If true, the "crit bonus" on DHCs is required so that the overall crit rate stays about the same even though there are much less rolls on the crit tables with DHCs than DCs...

    I thought I recently read a couple of builds that rely on DCs, especially proc-heavy builds - I can imagine a 6 or maybe even 7 proc build (Omega Graviton Amp & Placate on Crit from reputations, dual-proc weapons, Tetryon (or other set) glider, and plasmonic leech for 6) that would prefer the DCs increased proc rate than the DHC's spike damage...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    standupguy86standupguy86 Member Posts: 207 Arc User
    edited July 2013
    and here we go the Escort crybabies whining that a proposal is made that equalizes the game. you escort whiners already cried enough that sci abilities are a joke. and you whine and stomp your feet because you can't oneshot a cruiser that's properly built. tell ya what. how about we take your escorts and make them the true glass cannons they should be, one ens engineering and one ens sci slot each, because the way the game is now, an escort can tank as well as a cruiser, and to double the DPS. exactly how is that "balanced"?

    People are 'crybabies' yet youre the ones continuously bringing this up crying for your fantastical and elusive variety?

    As for Science abilities being a joke. I think its more along the lines of your skills being a joke if you cant handle a Science Ship/Character.

    As for the Cruiser comment...Where did I 'whine' about one shotting anything? If you had actually read the comment instead of going off the handle about 'crybabies' and 'whiners' youd notice I was commending current Cruiser and Science builds that are known to be successful..

    As for Escorts tanking...Again. This has to do with your skills as a player and your ability to put together a proper build. Escorts are still the glass cannons theyve always been. They dont have magical healing abilities and they surely dont out tank cruisers. It sounds more like youre upset that YOU cant one shot an escort and watch them go POP. If you bothered to pay attention to your build or talk to someone knowledgeable about builds youd be able to put together some damn near invincible Cruisers.
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    captainwexlercaptainwexler Member Posts: 60 Arc User
    edited July 2013
    You are aware that being stationary in a cruiser is a dumb idea right? Broadsiding with beams is a far better move as it allows cruisers (admitedly poor) defence to add to the tank without losing dps.

    Sure, you wont be doing the dps of that fleet defiant, but with points in threat and an embassy console you will do more than enough to hold agro in a well set up cruiser. Which is rather the point. Better to do 2/3 of the damage of an escort all the time than do less (And even with cannons, you will be doing less) just to feel cool.

    Oh and to those saying an escort can tank as well as a cruiser? No......just no. To speed tank , they have to be moving at full tilt, meaning that they arent parked and shooting the target. Meaning that Instead of nuking that tac cube to oblivion, they are farting around trying to dodge cutting beams.

    End game stf's dont need more people parking nose-on to cubes and sitting there, so I'm gona go ahead and say no.
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    mikearoomikearoo Member Posts: 342 Arc User
    edited July 2013
    Up beam DPS by 5-10% or lower their power consumption.

    done.

    Another crisis averted....

    :D
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    amahoodamahood Member Posts: 0 Arc User
    edited July 2013
    questerius wrote: »

    Allow Dual Cannons (Dual heavy stay Escort only) to be fitted on cruisers and science vessels.

    P.S. I know certain event and C-store science vessels and cruisers already can equip DC and DHC, but i am proposing this change for the "run of the mill" vessels.

    Four things :

    1: To have Dual Cannons for ALL Cruisers, would kind of take away the purpose of the existence of an Escort ship.

    2: This also is the reason why the Only Cruiser that can actually load cannons on the Fed side, is the Dreadnought. That (and it's Spinal Phaser and cloak), is what makes that ship so different and a great Zen store ship to buy.

    3: Also, if such happened....why would anyone bother buying other ships from the zen store? If all the free ships could do what you said? And therefore...

    4: Cryptic and STO would lose alot of money from not selling the ships in the zen store, which would mean, the game would eventually be shut down from not enough financial support.

    Nope. I don't think they should change a thing. Keep things as they are with the ships. Otherwise it doesn't make any sense to even have different classes of ships.
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    oldkilldareoldkilldare Member Posts: 0 Arc User
    edited July 2013
    tbh i'm fine with the restrictions.

    in my mind there is a solid case for retaining a differentiation between ship classes and not just reducing them to a simplistic choice of weapons platform

    ...and i don't want my cruisers to play like my escorts...

    there are myriad of ways to address any supposed dps balance issue without turning the ship chart into a pointless homogeny.
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    mistressbenihimemistressbenihime Member Posts: 224 Arc User
    edited July 2013
    questerius wrote: »
    I already explained this in the OP. Variety.

    Escorts can still tank and hit hard with the DHC.

    Right now cruisers and science vessels are severely limited in their options and we have a weapon type (dual cannons) which is rarely used due to being over classed by DHC.

    This suggestion would correct this. If a science vessel goes DC then it sacrifices part of it's healing abilities due to different power distribution.

    Same thing for cruisers and in addition the majority of cruisers simply do not have the maneuverability to use DC effectively.

    What the proposal does however is give people an option to use builds other than the same old beam boats.

    All though you don't agree whit it there is a reason why cruisers and science vessels don't get dual cannons.

    They don't NEED it!!!

    What is wrong whit them is not that they don't have dual cannons, it's something else.

    Science powers should make up for the loss of DPS by either doing the damage instead of the ships weapons or debuffing so that the opponent takes more damage from ships weapons. by debuffing your opponent you also help the escort to do more damage but why group up if you don't assist one-another? in single player you should be about equal.
    if this is not the case there is something wrong whit the science powers! but it's not wrong that science vessels can't use dual cannons.

    to fix cruisers you shouldn't slap on dual cannons. that would make them slow moving escorts that can take more damage.
    it would be better if 1: cruisers got a 25% increase in total available power and increased EPS transfer rates.
    to compare:
    warbirds: total power 160 (default 40 in each subsystem) but have singularity abilities (25% penalty; 160 x 1,25=200)
    other ships: total power 200 (default 50 in each subsystem)
    cruisers: total power 250 (default 60 in each subsystem; 70 to shields)
    this ensures that cruisers always run on high power as they should. this should not just increase DPS but overall efficiency in every role.

    and 2: Cruisers get increased weapon arcs.
    turrets can't change they are already at 360?
    beam banks will become 360? (eliminating the need for turrets on cruisers)
    single canons will become 250? (giving the 70? broadside that beam banks have now)
    dual-beam banks and torpedoes will become 180? (no blind spots)
    dual-cannons will be 90? (this is to keep c-store ships in line whit other cruisers)
    this change will let you always have 8 beam banks (no dps increase compared to broadsiding but can in some situations be better) or broadside whit 8 single cannons to increase DPS.

    these changes will make killing cruisers very problematic. using 8 single cannons whit [+Th] consoles will generate tons of aggro coupled whit the increased power will make cruisers the ultimate tanks.
    even if you just want to DPS these changes will make it favorable to broadside instead of using a full frontal assault creating a clearly different play style when compared to a escort.
    THE NEW CRAFTING SYSTEM IS TERRA-BAD
    First of all it's not even a crafting system! It's just a dumb game system that's nothing more than a glorified slots machine.
    second the "special items" you hope will be the saving the saving grace are messed up to.
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    lykumlykum Member Posts: 382
    edited July 2013
    I like Lians idea of upping torpedo damage. Jem'Hadar fired 1 simulated torpedo at Rotarran had Martok flipping out.


    Now go Scimitar vs. Enterprise-E E throws everything but the kitchen sink at Scimitar. Even data said they're completely out of torpedoes..
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
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    the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited July 2013
    I actually don't agree with that. I would like to see the damage output of cannons increase tho. That would solve some issues with the damage output of these weapons.

    I also would like to see all weapon types have the option for an exotic DoT added to them because right now we are pigeonholed as science captains who would like to use DPS into a single setup. Romulun exotic plasma build. That's literally the only build out there right now for science captains especially in the wake of the new exotic damage enhancement trait.
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    szerontzurszerontzur Member Posts: 2,724 Arc User
    edited July 2013
    lykum wrote: »
    I like Lians idea of upping torpedo damage. Jem'Hadar fired 1 simulated torpedo at Rotarran had Martok flipping out.

    If torpedo damage gets buffs(Chronitons do still need some kind of love), my Kinetic specialists will completely break the game..

    My Transphasic Chel Grett can already insta-gib anything smaller than a battleship with its shields still(formerly) intact. My Plasma Vesta has annihilated entire sphere swarms in Red Alerts with a single Omega Energy Bolt.

    Torpedos are fine and are roughly on par with DHC builds when you spec for it(and completely monsterous when paired with other players that lower shield facings for you).
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    sdmachinesdmachine Member Posts: 84 Arc User
    edited July 2013
    szerontzur wrote: »
    If torpedo damage gets buffs(Chronitons do still need some kind of love), my Kinetic specialists will completely break the game..

    My Transphasic Chel Grett can already insta-gib anything smaller than a battleship with its shields still(formerly) intact. My Plasma Vesta has annihilated entire sphere swarms in Red Alerts with a single Omega Energy Bolt.

    Torpedos are fine and are roughly on par with DHC builds when you spec for it(and completely monsterous when paired with other players that lower shield facings for you).

    Any buff done has a chance to be exploited. To minimize the abuse ships could be given a torpedo inventory that is only replenished at planets starbases or by cargo ships. 25 to 100 depending on size and role.

    Since every ship can carry torpedoes balance wouldn't be affected. Some people would migrate from all energy builds though which I think is good
    In Trek torpedoes were always the feared weapon. For some reason that was lost in STO. Some will say a torpedo buff will be more helpful to escorts because of manuverablity. Maybe but most escorts hangout in the cruiser's 6 which probably has a torpedo. Vice versa it could give a cruiser a somewhat decent spike damage with THY. Some may not like idea of of burst damage on a cruiser. But the cruiser turnrate will control that.

    A buff to torpedo effectiveness against shields would fix a lot of issues with balance. They don't necessarily need to penetrate so much as hurt the shield facing they hit.
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2013
    dareau wrote: »
    I thought that the "shorter firing time" was a side effect of DHCs concentrating the damage into 2-3 pulses while the remaining weapons all fire 4 pulses per volley...

    If true, the "crit bonus" on DHCs is required so that the overall crit rate stays about the same even though there are much less rolls on the crit tables with DHCs than DCs...

    I thought I recently read a couple of builds that rely on DCs, especially proc-heavy builds - I can imagine a 6 or maybe even 7 proc build (Omega Graviton Amp & Placate on Crit from reputations, dual-proc weapons, Tetryon (or other set) glider, and plasmonic leech for 6) that would prefer the DCs increased proc rate than the DHC's spike damage...

    To clarify: yes, the shorter firing time is a result of having less shots per volley. Since the DPS between a DC and a DHC is identical, the damage per shot is higher for a DHC. What this means is that overall the base crit damage should play out as equivalent.

    Think of it this way, with the base DC/DHC damage being simplified to make it clearer...
    If you have one DC/DHC, both have a 5% crit chance that adds say 50% damage. Both have the same DPS rating, the DC has 4 shots per volley, the DHC has 2 shots per volley.
    So, of 100% DPS, each shot from a DC does approx 25%, each shot from a DHC does 50%.

    Dual Cannons:
    4 shots x 25% DPS x 5% crit rate x +50% damage on crit = +2.5% DPS from crits

    Dual Heavy Cannons
    2 shots x 50% DPS x 5% crit rate x +50% damage on crit = +2.5% DPS from crits

    Yeah, I simplified, but you get the idea; overall the crits themselves work out equivalent. The +10% Crit Severity is more of a balance to the decreased proc rate; this is the reason I often go with somewhat "blended" setups, with single proc weapons being my DHC's and dual proc weapons being my turrets. Nanite Disruptors are somewhat unique in that they simply add 2 half-procs rather than trading a modifier for a proc... but yeah, getting a little ADD here. Anyway, the addition of the Romulan and Task Force Omega procs makes this less important, since every weapon can add more proc effects. Plasmonic Leech has a cap to the maximum number of stacks you have, by the way, and should easily hit that with a volley or so regardless of weapon type.

    As a side note, part of the reason Antiproton weapons tend to work so well is that they add their [CritD] bonus on a crit, which should occur more often than the standardized 2.5% proc rate that other weapons have.

    Anyway, hope this helps clarify my previous post a tad.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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    lykumlykum Member Posts: 382
    edited July 2013
    I like the idea of giving bigger ships torpedo reload buffs due to relative ease of loading torpedo bays, and yes an ammo count on torpedoes would be mandatory if upped to the damage potential we are talking here. chronitons, transphasics, and especially photons.. buff them all
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited July 2013
    timezarg wrote: »
    IMO, universal boffslots are already quite widespread enough. They are so widespread that it has started to hurt part of the point of flying the KDF BOP class to begin with, that being the universal boffslots (the other point was the battlecloak, which the Romulan faction has effectively neutered in terms of a true 'advantage').

    If people want universal boffslots to become even more proliferated, then the BoP class should be buffed to compensate for losing that edge.

    Enough with the KDF BOP, seriously you guys always use that as an excuse. Universal boffs would ASSIST with most things not hurt them.

    yeah some numb nut is going to make his all tac but his survivability is going to be 0.

    maybe i dont want 3 tactical officers on my escort, maybe i want a higher engineer or science officer, WHILe benefiting from the design of the ship i use.

    now bear in mind i fly all types of ships, from science to tactical, and engineer.
    Totally universal BOFFS would add variety and ability.

    that being said, in the star trek universe you dont have to be ascience officer to use a tractor beam, and you dont have to be tactical to launch torpedoes. So i think being able to have my officers in the slots i choose isnt that hard of a deal.

    AND that being said you get TRIBBLE choices on most ships that arent ZEN, and for the factions you get some TRIBBLE choices for ZEN ships anyways.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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