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Mixing Beams and Cannons

sililossililos Member Posts: 2 Arc User
I recently got the Phantom Escort and love flying it, for fitting i keep seeing fits that use both beams and cannons, Why are people suddenly mixing? I was always told stick to one type of weapon, Beams or Cannons or Projectiles.

Anyone know whats going on with the sudden change?
Post edited by sililos on

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  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited October 2014
    sililos wrote: »
    I recently got the Phantom Escort and love flying it, for fitting i keep seeing fits that use both beams and cannons, Why are people suddenly mixing? I was always told stick to one type of weapon, Beams or Cannons or Projectiles.

    Anyone know whats going on with the sudden change?

    not sure, typically i use cannons and a single dual beam bank on front (for beam overload 3)
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited October 2014
    not sure, typically i use cannons and a single dual beam bank on front (for beam overload 3)

    same thing here
  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    Then Beam overload would do far more damage with multiple Beam Banks. Otherwise if your using cannons that BO3 slot could be put to better use?
  • prierinprierin Member Posts: 7 Arc User
    edited October 2014
    Mixing beams and cannons is fine (although I don't recommend it) as long as you don't mix types i.e. phaser/phaser, antiproton/antiproton, etc.

    And yes, a lot of ppl use dual beam banks with cannons. Full beam arrays are nice of you want to protect your flanks somewhat as cannons have such a tight firing arc. Personally I fly a Scim with a beam build.

    In the end, find whatver balance works best for you. If the enemy takes more damage and dies before you do, you're doing ok.

    But never cross the types! If you do, it will be bad.
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  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited October 2014
    Small change to game mechanics, and the availability of specialty doffs have made them viable. I run my escorts/raptors etc with a mixed build.

    I use Beam Overload boffs, that give me a 35% chance to bypass most of their shields, and it's surprisingly effective. This isn't a PvP build, but in PvE it's remarkably effective.

    There are players who would argue its not efficient. But with changes to over dps capability, I like have something that looks it might be from Star Trek. This fits the bill without dumbing down my dps too badly ;)
  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    Fair enough on the canon and for fun reasons.

    Basically wanted to make sure there wasn't some DPS boosting reason i was missing.

    I can only seem to get 5-6k DPS regardless of ship and yet i see people in the 10's of thousands and cant understand why.

    Now i know mixing weapons isnt the reason i can try to figure out where else i could be going wrong.

    With the changes to STF's i have to figure this out or i will be labeled noob and loser forever by the l33ts in pugs lol.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited October 2014
    There's also the omni-directional arrays to consider as they become more available, people using it for Overload while still keeping a nose full of DHCs. That could be what you're seeing.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited October 2014
    i use an elachi dual beam bank with 2 heavy cannons; the beam bank is meant to destroy or reduce the shield. i'm going to add instead of a turret (for now i have 2 turrets) a 360 beam; with this beam, i will be able to use BO even when i turn :)
  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    Well for starters heres my fit http://skillplanner.stoacademy.com/?build=phantompewpew_7966
    I was basically told im doing it wrong because i only use Beam banks and boosting consoles for said banks when i should of been mixing in cannons etc.
    I get the feeling some people are confusing the fun reasons for doing mix builds with it being higher DPS or something.
  • stonewbiestonewbie Member Posts: 1,454 Arc User
    edited October 2014
    sililos wrote: »
    Then Beam overload would do far more damage with multiple Beam Banks. Otherwise if your using cannons that BO3 slot could be put to better use?

    Depends on what you plan on doing with the ship and what you want out of it...

    Phanton has Cdr, LCdr as tacs and you could even use the universal tac for another tac station.

    Some builds that i could go with for a 3 DHC + 1 DBB setup is:

    TT1, BO, CRF, APO/APB
    TT1, BO, CRF

    TT1, BO, CRF, APO/APB
    TT1, CRV, CRF

    TT1, BO, CRV, CRF
    TT1, BO, CRV

    TT1, CRV, BO, CRF
    TT1, CRV, BO

    TT1, CRV, BO, APO
    TT1, CRV, CRF

    TT1, CRV, CRF, APO/APB
    TT1, CRV, CRF
    BO

    With so many boff tac slots there are a lot of different configurations you can try which can suit your needs. Some of those builds might be less optimized then others but at least you have options. You can max out your spike damage with a DBB BO setup by getting an AP DBB CritD x3, 3 AP DHC and going with BO3 and APO3. You can time it so that you use BO3 whenever you have the APO3 buff for an even bigger spike.
  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    Yeah Anti Protons waaaay out of my price range. into the 10's of millions last check?

    Right now how im playing is the attack run style of play. I pop my damage buffs then hit the Heavy Phaser Lance which is normally enough to knock a shield facing out even on a Voth Dread, i then slow down and hit that facing hard with the DBB, the damage resistance rating debuff from corrosive does the rest.
    When i have to turn for another run my rear weapons keep the pressure on that one shield facing. It normally gets the job done in 1-2 attack runs on one facing.
    I tend to not use FAW much however unlike everyone else, might be why my damage is low.
  • stonewbiestonewbie Member Posts: 1,454 Arc User
    edited October 2014
    sililos wrote: »
    Yeah Anti Protons waaaay out of my price range. into the 10's of millions last check?

    Right now how im playing is the attack run style of play. I pop my damage buffs then hit the Heavy Phaser Lance which is normally enough to knock a shield facing out even on a Voth Dread, i then slow down and hit that facing hard with the DBB, the damage resistance rating debuff from corrosive does the rest.
    When i have to turn for another run my rear weapons keep the pressure on that one shield facing. It normally gets the job done in 1-2 attack runs on one facing.
    I tend to not use FAW much however unlike everyone else, might be why my damage is low.

    I was just using AP as an example of how you could maximize BO.


    A DBB with CritD x3 has 60% severity, an AP DBB with CritD x3 has 80% Severity. I dont even know if its possible to roll a CritD x4 with the crafting/upgrading or if modifiers are capped at x3. I had an AP DBB that i was upgrading but best i could do on it was CritD x3 and [dmg]. But if it were possibly an AP CritD x4 is going to be 100% severity. Hell even just critd x3 is a lot of severity. Throw some AP cannons on there so that you can use all AP tac consoles or better yet fleet tac consoles with +8% severity each then you have yourself an optimized build. Whether you can afford it or not is on you.

    And just think, thats on a Fed toon. Think about how much severity you would have on a Romulan toon with 4-5 SRO. I have like 113% severity on one of my Romulans with 5 SRO. With a DBB CritD x3, BO3, APO3, Tac Fleet and all that stuff a BO is going to really really hurt.
  • svindal777svindal777 Member Posts: 856 Arc User
    edited October 2014
    I've mixed then on several builds and never noticed anything that made me think the ship suffered because of it.

    I think a lot of the people that say don't do it think there is only 1 "right" way to play the game and everything else is wrong.
    Well excuse me for having enormous flaws that I don't work on.
  • ussinterceptussintercept Member Posts: 627 Arc User
    edited October 2014
    The only beam on my boat is the kinetic cutting beam. Its on the aft section and i typically use it to add a bit of kinetic damage to the overwhelming energy damage.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2014
    Beams and Cannons had been mixed into builds since STO was new. This is nothing new. It's only made better due to the change about 2 months or so ago for Beam Overloads guaranteed a crit and not stripping away your Weapons Power. Even before this change, I've done DHCs+1 DBB many times, sometimes DHCs+ 1 DBB+Torp.
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  • edited October 2014
    This content has been removed.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2014
    There's also the omni-directional arrays to consider as they become more available, people using it for Overload while still keeping a nose full of DHCs. That could be what you're seeing.

    I do it that way on many builds now.. FAW with an omni works as well on a cannon build. May not be optimum but i think all the better than integarting torpedoes in general pve.
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  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    patrickngo wrote: »
    on an all-energy build, it's called "SPIKE!!!", especially during a decloaking alpha as you find with a Defiant, Phantom, or any of the other new Federation Cloakers (T6 ships).

    BO only works on one array or bank at a time, so carrying mulitples doesn't really help. (and until they fix the (acc) bug on BO3, you're better served using BO2 and stacking it with CRF2 or CSV2.)

    Back when Beam Overload and BFAW actually had a cost (aka would actually drain your energy) Cannons were the 'power efficient' way to go due to how their recharge was setup-the cycle could be held at 125 pretty much indefinitely on Cannons, even with CRF(x), which kept your damage numbers pretty level so long as you were hitting. Since cryptic decided that "Overload" doesn't drain your power now, you're limited only by cooldowns-which can be shortened to global with either stacking the right duty officers, or using A2B.

    But, back in the 'dark ages' when there were no such things as duty officers to reduce cooldowns, and things like BFAW and Beam Overload actually consumed power, if you drove Escorts, you generally used an all-cannons, single-energy build to keep your uptime.

    Thanks. This clears it up perfectly.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited October 2014
    sililos wrote: »
    I recently got the Phantom Escort and love flying it, for fitting i keep seeing fits that use both beams and cannons, Why are people suddenly mixing? I was always told stick to one type of weapon, Beams or Cannons or Projectiles.

    Anyone know whats going on with the sudden change?

    All DHC may have been common, but definitely not the only suggested option ever.

    The typical Escort combinations were:

    3 DHC + 1 Dual Beam Bank + 3 Turrets
    3 DHC +1 Torpedo + 3 Turrets.

    Either weapon enables you to use an additional tactical skill to boost your damage, instead of having your slots left unused during an alpha strike.
    For the DBB, you use Beam Overload. Great spike damage. Suggestion here is generally to use ACC weapons, to ensure the BO hits.

    For the Torpedo, I am not usre if High Yield or Torpedo Spread is better. Okay, High Yield definitely deals more damage to one target, but at least in PvE, Torpedo Spread can help you hit multiple enemies. I suppose it depends on whether you use Cannon Rapid Fire or Cannon Scatter Volley - with volley, you can easily kill multiple enemies shields, and so a torpedo spread hits extra hard.

    The weapon of course for torpedoes used to be Quantum Torpedoes, but I believe nowadays, the Gravimetric Torpedo (Dyson Reputation) or the Enhanced Biomolecular Torpedo (Space 8472 Counter-Command) are the weapons of choice.
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  • sililossililos Member Posts: 2 Arc User
    edited October 2014
    I think im likely to go with Cannons+1 Beam if i switch, no sense paying for another respec, Maybe continue with the Kinetic cutting beam.

    Of course now comes the hard part, getting EC to fund them. Tend to use any keys i buy not sell them, its how i got my Corrosive beam arrays.

    Glad i made this topic, its given me a world more insight than i had beforehand info like this tends to be like hens teeth to find for STO.

    One last question, i have never been clear on what an Alpha strike is, is it attack pattern Alpha plus a DPS ability like BO?
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited October 2014
    sililos wrote: »


    I can only seem to get 5-6k DPS regardless of ship and yet i see people in the 10's of thousands and cant understand why.

    Its all about three things. AoE, Spike, and Sustained Damage.

    If your enemies can be reduced to space dust within the space of 10 seconds (the uptime on most buffs) then Spike damage is the way to go.

    If you can do a lot of damage very quickly and end the combat then you damage total is divided by fewer seconds and your looking at some of the biggest DPS numbers.

    If you can not reduce your enemies to space dust within the duration of a short burst then the focus is on sustaining as many damage bonuses as you can for the duration. Beam Overload and torpedo High yield can still enhance a sustained damage build's DPS in many situations, but for some builds you sacrifice more then you gain when the total damage done is divided by time.

    The way to reach the highest possible DPS is to combine Spike damage with AoE. This is typicaly where the 50k+ DPS boasts come from.

    Given enough enemies, a Gravity well, some single cannons with volley and a torpedo spread even a science ship can parse 60k DPS in some of the situations in which large waves of enemies warp in and can be quickly dispatched.

    Just remember reports of DPS above 25k are usually taken from selective parsing and are not usually reproducible in all situations.

    As an example, an AoE Escort that parses for 10k DPS in infected space will often parse for 20k DPS in Cure space, simply because of the way in which enemies are arranged and the reduced amount of time spent fighting fewer oponents.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited October 2014
    Oh and I forgot to mention. Surgical Strikes works on all energy weapons, so if you want to mix beams and cannons for aesthetic reasons just use two copies of this, two copies of attack pattern beta and two copies of tactical team this would still leave you a slot for another Intel power, ionic turbulence 1 is a nice little damage booster due to the resistance debuff it provides.

    Of course with the phantoms mastery trait you may want to forgo doubling up abilities in the way we have become accustomed to building ships. As long as your holding agro and you have a high enough defense your tactical and intelligence powers will not usually be more then a couple of seconds of global.
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