I've been around this game for awhile now, and although I'd be considered a "casual" player, I'm hardly a newbie. Still, there's some things I've been wondering about for awhile now:
1) 180-arc cannons: In what situations are these actually worth using? They seem to me like the red-headed stepchildren of ship weaponry in nearly every situation I try to think of.
2) Dual beam banks: I get that they're a good solution for ships that want to fight face-forward, but can't equip dual cannons. What do people who use them typically put in the aft slots? (Besides perhaps a cutting beam, a single crafted 360 arc beam array, ancient 360-arc array if using AP) Turrets? Mines?
3) Rank-15 crafted stuff: How do I obtain the doffs required to make these things? I'm 15+ in just about every school, but it's frustrating because I can't make any of the rank-15 items because I lack the required duty officers.
4) Thanks to the recently-added (and justified) 30 min cooldown, I can't run certain ultra-quick delta patrol missions repeatedly for fast and easy exp. What do people nowadays consider "the best" ways to get experience (and thus, extra specialization points) at max level?
3. There is the Request R&D Assistance Duty Officer Assignment that helps with it at the Academy, various Duty Officer Packs from certain Lockboxes, and the Exchange. The Aegis Doff was available through getting to Max Level in the Old Crafting system and there might be a common one available.
Single cannons aren't used. Ever. Dual heavy cannons are all that is used, and even then you're probably better off with beams. Beams are used in two ways, either 4/4 array setups or 5/3 dual bank/omni setups.
Doffs can be gained in white quality from that r&d mission, or from lockboxes (the two new ones since DR.. Kobali especially, you get em in sets of three and r&d is about all their useful for.
Don't know why people feel the need to generalize.
While no, single cannons are rarely (I won't say never) used, and typically people will use DHCs, I like to break up the nap inducing slow refire rate of DHCs by using a Dual Cannon along with one or two DHCs and a torp forward.
As far as a use for the 180 cannons, I wouldn't know, as I do not have nor to I plan to use them.
DBBs: I usually stick matching arrays on the rear with the Omni beam
Thanks guys, that clears up a lot of things. However, that raises another:
5) Is there a reason to use dual heavy cannons over standard dual cannons? Both seem relatively similar (45 arc, same dps rating, etc) as far as I can tell. The biggest differences seem to be bigger, spikier hits (although at a slower rate) for DHCs and steadier, smoother, faster hits for DCs. Same overall dps though, right?
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rattler2Member, Star Trek Online ModeratorPosts: 58,669Community Moderator
edited March 2015
Some people say Dual Heavies hit harder than standards.
Me... I actually use both on my KDF, as they fire from different locations on the ship. Looks pretty good on a Mirror K'tang using all four cannons instead of just the 2 wingtip cannons.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
I've been around this game for awhile now, and although I'd be considered a "casual" player, I'm hardly a newbie. Still, there's some things I've been wondering about for awhile now:
1) 180-arc cannons: In what situations are these actually worth using? They seem to me like the red-headed stepchildren of ship weaponry in nearly every situation I try to think of.
2) Dual beam banks: I get that they're a good solution for ships that want to fight face-forward, but can't equip dual cannons. What do people who use them typically put in the aft slots? (Besides perhaps a cutting beam, a single crafted 360 arc beam array, ancient 360-arc array if using AP) Turrets? Mines?
3) Rank-15 crafted stuff: How do I obtain the doffs required to make these things? I'm 15+ in just about every school, but it's frustrating because I can't make any of the rank-15 items because I lack the required duty officers.
4) Thanks to the recently-added (and justified) 30 min cooldown, I can't run certain ultra-quick delta patrol missions repeatedly for fast and easy exp. What do people nowadays consider "the best" ways to get experience (and thus, extra specialization points) at max level?
1-Aside from small craft, you will find that either beam arrays for broadsiding, or a forward facing build is better. The reason for this is because if you are broadsiding the enemy, usually it is done in a cruiser. They have a limited Boff seating.
Because of the limited, it will benefit you to have as high of offensive Boff skills as you can possibly get. Since the lowest level cannon skill starts at Lt. it means that you will need a Commander station to have the highest. Whereas, the beams highest rank can be achieved at Lt. Commander.
It would be better to have FAW3/BO3 in a Lt. Commander station if it is the only one you have, than to have a CSV2/CRV2. Then, you can have FAW2/BO2 for the Lt. rank.
The next part of this answer is part of the answer for number 2.
2-While DBBs are good for ships that cannot have DHCs on the front, it is also good to know that a combination of DBBs and DHCs on the front of a ship that can support Boff skills for both will result in faster kills.
Still, if you have a 4/4 weapons setup on the ship, then for the back, I suggest the KCB (unless you are not going to mess with getting the BNPs), and the omni beam for the weapon you are using. I will warn you though, if you are using FAW on a DBB build, the omni will not just hit targets in front of you when you activate FAW. So, you can aggro targets behind you.
If you are using AP, then yes, I suggest both, the ancient 360 beam, and the AP omni beam with the KCB. For the rest, I just use turrets. The reason is because the main thing that you are using the aft weapons for is to help with shields. Aside from the KCB, none of them will do much kinetic damage to the hull. The main power is in your forward facing weapons.
3-Crafting Boffs, I just get them off the exchange. As mentioned before, you can get them from R&D packs that come from the C-Store, and the mission at the academy (which cost 1,000 Dil for a gamble). But, I just look up which one i need for a specific class, then buy it with EC on the exchange. Some of way over priced for what little they do. But there are some that are reasonably priced.
4-I couldn't tell you. After that last nerf to xp progression, I am only playing during events like Mirror, and CC now. I am tired of them resetting progress back further, and further.
5-For this one, westmetals did a really good job of answering. But just don't forget what i said in the answer for number 1. If you are doing a DHC build on the front, and you have enough tac stations (Commander tac, and Lt. Commander tac) then it is better to do a combo build for quick kills. Escorts don't have much for hull, or shield hp, so a faster kill is better than a longer fight, unless you just want higher DPS.
I hope that this helps you out. Good luck.
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Thanks, yeah that's exactly the kind of info I was looking for. Looks like I'll have to do at least a little bit of doff gambling for the aegis R&D guy. Hey wait, were these the hologram duty officers everyone got on the day the new crafting system went live? The ones I uh, kind of destroyed because I was like "eew, white-quality doffs with nothing of value in terms of doff mission viability!" Oops.
1) 180-arc cannons: In what situations are these actually worth using? They seem to me like the red-headed stepchildren of ship weaponry in nearly every situation I try to think of.
2) Dual beam banks: I get that they're a good solution for ships that want to fight face-forward, but can't equip dual cannons. What do people who use them typically put in the aft slots? (Besides perhaps a cutting beam, a single crafted 360 arc beam array, ancient 360-arc array if using AP) Turrets? Mines?
5) Is there a reason to use dual heavy cannons over standard dual cannons? Both seem relatively similar (45 arc, same dps rating, etc) as far as I can tell. The biggest differences seem to be bigger, spikier hits (although at a slower rate) for DHCs and steadier, smoother, faster hits for DCs. Same overall dps though, right?
1. None that have ever come to mind.
2. KCB, and your choice of (in order of effectiveness):
1x Omni Array (realy easy on ships with 2 rear weapons)
2x AP Omni Arrays (Ancient+Crafted)
Crafted Omni-Array + Set BioMolecular Phaser/Disruptor turret (obviously, phaser/disruptor builds only, there for the 2-set bonus)
Crafted Omni-Array + Ancient Omni-array (on a non-AP ship)
Crafted Omni-Array + a turret
Crafted Omni-Array + Nukara Web mines (Tetryon)
5. The innate 10% crtd. However, this is mostly balanced (for overall dps purposes) against the increased overcapping and reduced power drain that DC's have; for spike purposes, both the crtd and firing cycle give DHC's an advantage (as in a 1 second spike vs a 2 second damage amount).
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Thanks guys, that clears up a lot of things. However, that raises another:
5) Is there a reason to use dual heavy cannons over standard dual cannons? Both seem relatively similar (45 arc, same dps rating, etc) as far as I can tell. The biggest differences seem to be bigger, spikier hits (although at a slower rate) for DHCs and steadier, smoother, faster hits for DCs. Same overall dps though, right?
buy 4 white DHCs buy 4 DCs parce or watch your floaters at a target
change to the other weapons
rinse repeat until you see who the clear winner is....might not take but 2 times to convince yourself
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Single cannons (the 180 degree cannons) can be mounted on any ship so it let's cruisers be mono weapon type (not splitting between beams and turrets) while retaining the ability to use torpedoes. Cannons also have a higher base damage than the standard beam array. It was never really high in the meta that I can recall but they can be made to work.
Ignorance is an obstacle not an excuse
Let the stupid suffer
I've been around this game for awhile now, and although I'd be considered a "casual" player, I'm hardly a newbie. Still, there's some things I've been wondering about for awhile now:
1) 180-arc cannons: In what situations are these actually worth using? They seem to me like the red-headed stepchildren of ship weaponry in nearly every situation I try to think of.
2) Dual beam banks: I get that they're a good solution for ships that want to fight face-forward, but can't equip dual cannons. What do people who use them typically put in the aft slots? (Besides perhaps a cutting beam, a single crafted 360 arc beam array, ancient 360-arc array if using AP) Turrets? Mines?
3) Rank-15 crafted stuff: How do I obtain the doffs required to make these things? I'm 15+ in just about every school, but it's frustrating because I can't make any of the rank-15 items because I lack the required duty officers.
4) Thanks to the recently-added (and justified) 30 min cooldown, I can't run certain ultra-quick delta patrol missions repeatedly for fast and easy exp. What do people nowadays consider "the best" ways to get experience (and thus, extra specialization points) at max level?
1. They're useless
2. What you said, plus turrets or even a torp (that won't fire but it also won't drain your weapons power so it helps your other weapons). I see the Nukara web mines often used. I'd suggest broadsiding, though, if you have 4 aft weapons slots. DBBs are better with 5/3, 4/3, 3/3, or 5/2 setups.
3. Do the math first: is it efficient to craft your own weapons? Looking at the prices on the exchange, I saw that, unless you can crit and get an awesome mod, it's more efficient to craft Superior Tech Upgrade kits, sell them for EC, and then buy what you want.
Otherwise, you can get the doffs from lockboxes or that RnD mission at the academy, and both are based on luck. Check the exchange - they're not that expensive there (I got a few by accident for 2-4 million ec)
4. I don't grind skill points and just take specializations as a random bonus for playing the game. But I'd imagine that doing a tour of delta patrols wouldn't be a bad idea. That might take 30 minutes and then you could start again.
" 5) Is there a reason to use dual heavy cannons over standard dual cannons? Both seem relatively similar (45 arc, same dps rating, etc) as far as I can tell. The biggest differences seem to be bigger, spikier hits (although at a slower rate) for DHCs and steadier, smoother, faster hits for DCs. Same overall dps though, right?"
Just saw this.
DHCs are strictly better. The devs' original idea, I imagine, was that DHCs would get a bonus to crtd (10%) but DCs would use less weapons power (10 vs. 12). But the way the weapon power drain mechanic changed a few years ago means that DHCs drain less power now because they have a shorter cycle. So if you have turrets (2 second cycle), they'll be firing on higher power in the second second than if you had them with DCs. Same if you have an omni-beam or some other fun weapon with your cannons.
DC's aren't awful. They're just a little worse than DHCs. But if you want the best....
Comments
there are some that are not on the list i think the kobali ones but this should help in finding R&D doffs off the exchange.
It's a bit old school now with the newer powers but it still kicks TRIBBLE.
Join The Space Invaders,..... Federation and KDF fleets.
Doffs can be gained in white quality from that r&d mission, or from lockboxes (the two new ones since DR.. Kobali especially, you get em in sets of three and r&d is about all their useful for.
While no, single cannons are rarely (I won't say never) used, and typically people will use DHCs, I like to break up the nap inducing slow refire rate of DHCs by using a Dual Cannon along with one or two DHCs and a torp forward.
As far as a use for the 180 cannons, I wouldn't know, as I do not have nor to I plan to use them.
DBBs: I usually stick matching arrays on the rear with the Omni beam
5) Is there a reason to use dual heavy cannons over standard dual cannons? Both seem relatively similar (45 arc, same dps rating, etc) as far as I can tell. The biggest differences seem to be bigger, spikier hits (although at a slower rate) for DHCs and steadier, smoother, faster hits for DCs. Same overall dps though, right?
Me... I actually use both on my KDF, as they fire from different locations on the ship. Looks pretty good on a Mirror K'tang using all four cannons instead of just the 2 wingtip cannons.
normal text = me speaking as fellow formite
colored text = mod mode
1-Aside from small craft, you will find that either beam arrays for broadsiding, or a forward facing build is better. The reason for this is because if you are broadsiding the enemy, usually it is done in a cruiser. They have a limited Boff seating.
Because of the limited, it will benefit you to have as high of offensive Boff skills as you can possibly get. Since the lowest level cannon skill starts at Lt. it means that you will need a Commander station to have the highest. Whereas, the beams highest rank can be achieved at Lt. Commander.
It would be better to have FAW3/BO3 in a Lt. Commander station if it is the only one you have, than to have a CSV2/CRV2. Then, you can have FAW2/BO2 for the Lt. rank.
The next part of this answer is part of the answer for number 2.
2-While DBBs are good for ships that cannot have DHCs on the front, it is also good to know that a combination of DBBs and DHCs on the front of a ship that can support Boff skills for both will result in faster kills.
Still, if you have a 4/4 weapons setup on the ship, then for the back, I suggest the KCB (unless you are not going to mess with getting the BNPs), and the omni beam for the weapon you are using. I will warn you though, if you are using FAW on a DBB build, the omni will not just hit targets in front of you when you activate FAW. So, you can aggro targets behind you.
If you are using AP, then yes, I suggest both, the ancient 360 beam, and the AP omni beam with the KCB. For the rest, I just use turrets. The reason is because the main thing that you are using the aft weapons for is to help with shields. Aside from the KCB, none of them will do much kinetic damage to the hull. The main power is in your forward facing weapons.
3-Crafting Boffs, I just get them off the exchange. As mentioned before, you can get them from R&D packs that come from the C-Store, and the mission at the academy (which cost 1,000 Dil for a gamble). But, I just look up which one i need for a specific class, then buy it with EC on the exchange. Some of way over priced for what little they do. But there are some that are reasonably priced.
4-I couldn't tell you. After that last nerf to xp progression, I am only playing during events like Mirror, and CC now. I am tired of them resetting progress back further, and further.
5-For this one, westmetals did a really good job of answering. But just don't forget what i said in the answer for number 1. If you are doing a DHC build on the front, and you have enough tac stations (Commander tac, and Lt. Commander tac) then it is better to do a combo build for quick kills. Escorts don't have much for hull, or shield hp, so a faster kill is better than a longer fight, unless you just want higher DPS.
I hope that this helps you out. Good luck.
1. None that have ever come to mind.
2. KCB, and your choice of (in order of effectiveness):
5. The innate 10% crtd. However, this is mostly balanced (for overall dps purposes) against the increased overcapping and reduced power drain that DC's have; for spike purposes, both the crtd and firing cycle give DHC's an advantage (as in a 1 second spike vs a 2 second damage amount).
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
buy 4 white DHCs buy 4 DCs parce or watch your floaters at a target
change to the other weapons
rinse repeat until you see who the clear winner is....might not take but 2 times to convince yourself
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Let the stupid suffer
1. They're useless
2. What you said, plus turrets or even a torp (that won't fire but it also won't drain your weapons power so it helps your other weapons). I see the Nukara web mines often used. I'd suggest broadsiding, though, if you have 4 aft weapons slots. DBBs are better with 5/3, 4/3, 3/3, or 5/2 setups.
3. Do the math first: is it efficient to craft your own weapons? Looking at the prices on the exchange, I saw that, unless you can crit and get an awesome mod, it's more efficient to craft Superior Tech Upgrade kits, sell them for EC, and then buy what you want.
Otherwise, you can get the doffs from lockboxes or that RnD mission at the academy, and both are based on luck. Check the exchange - they're not that expensive there (I got a few by accident for 2-4 million ec)
4. I don't grind skill points and just take specializations as a random bonus for playing the game. But I'd imagine that doing a tour of delta patrols wouldn't be a bad idea. That might take 30 minutes and then you could start again.
Just saw this.
DHCs are strictly better. The devs' original idea, I imagine, was that DHCs would get a bonus to crtd (10%) but DCs would use less weapons power (10 vs. 12). But the way the weapon power drain mechanic changed a few years ago means that DHCs drain less power now because they have a shorter cycle. So if you have turrets (2 second cycle), they'll be firing on higher power in the second second than if you had them with DCs. Same if you have an omni-beam or some other fun weapon with your cannons.
DC's aren't awful. They're just a little worse than DHCs. But if you want the best....