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Do pilot Raptors make DHCs effective again?

sovereign010sovereign010 Member Posts: 641 Arc User
Reason I asked is that I recently bought the bundle and noticed the set bonuses for the consoles give a significant damage bonus as well as crit severity for cannons.

My tac raptor has that set, plus the 2-piece obelisk AP set bonus, plus the point blank shot space trait which boosts cannon damage at the range at which they're most dangerous.

It pretty much murders any Tholian that gets in its way :D

Comments

  • stofskstofsk Member Posts: 1,744 Arc User
    DHCs never stopped being effective.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    Hmmmm...that's an interesting setup. I think I'll have to try that. Been running beams for so long now that I'd forgotten about cannons. I have that ship too!
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  • kyrrokkyrrok Member Posts: 1,352 Arc User
    One of my raptors includes a few beams for all around coverage, including an omni in the back, 2 torp launchers, one on each side and 2 DHCs. I sometimes take it to the Undine warzone if I just want to have fun with a build that I enjoy, instead of being dictated to as to how to build my own danm ship. The monotony of beams all around gets boring quite often.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    Also, in regards to this same topic...which is more effective, Dual Heavy or just plain Dual? I read some time ago that the cycle rate on the Dual Cannons was better than the Dual Heavy Cannons and therefore was more desirable for higher DPS overall. I'm not a DPS fiend, anyone could tell that by my preferred ship, T5-U Fleet K'tinga Retrofit, but regardless, which is a better choice?
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  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited October 2015
    stofsk wrote: »
    DHCs never stopped being effective.
    +1 this

    In fact they are typically more effective than beams at popping single targets and far more satisfying.
    Beam FAW spam is only "better" because the AoE arcs are larger.
    goodscotch wrote: »
    Also, in regards to this same topic...which is more effective, Dual Heavy or just plain Dual? I read some time ago that the cycle rate on the Dual Cannons was better than the Dual Heavy Cannons and therefore was more desirable for higher DPS overall. I'm not a DPS fiend, anyone could tell that by my preferred ship, T5-U Fleet K'tinga Retrofit, but regardless, which is a better choice?
    DHC all the time.
    Regular dual cannons theoretically allow you to proc more often because they shoot a few more bolts of energy in their firing sequence, but in reality it just doesn't make up for DHC's raw damage output.

    Your K'tinga though, has very few tac boff slots, and as FAW can be slotting as low as ensign, you'd be better off in that ship using beams.
    Only ships with high amounts of tac seat space (5 slots or more) is cannons worth pursuing.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2015
    Dual Cannons do not have a higher proc chance than Dual Heavy Cannons. The chance is based on firing cycle not shots fired.

    There is one place where the DC > DHC. Stuff that benefits from per shots fired like Directed Energy Modulation.

    Everything else, DHC>>>DC.
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  • norobladnoroblad Member Posts: 2,624 Arc User
    Cannons still have a variety of problems... range falloff vs dual banks (dps crossover to favor beams at a relatively short range), arc of fire, +1 officer (need 1 level higher seat for a cannon skill, which is even worse for you now that cmdr specialty seats lose an ability like ... pilot skill?), significantly worse crafting trait, significantly worse aoe (hits less targets), turrets (the beam omnis are much better than turrets aft on 4/3 or 5/x weapon ships), to name a few of the reasons beams are a leg up over cannons in general. That said cannons are a lot of fun and pilot raptor with cannons should be an excellent platform for them. Anything is viable if you know dps... all turrets can beat anything in the game ... but cannons have some major disadvantages against their 1 advantage (point blank single target damage is higher).

  • kyrrokkyrrok Member Posts: 1,352 Arc User
    I would be happy enough if they reduced the excessive falloff over distance. Damage should not fall off a cliff when you're out further past 2km.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Another reason I've fallen away from Cannon use, other than the usual tactical issues like damage falloff with range, restricted flying, etc?

    I play a lot of Iconian related content. Advanced, etc. Heralds are not a nice place to be in short proximity with in space. And for good damage output, you have to be in very close range. If you're sitting back with cannons at range, then your damage has dropped off tremendously.
    XzRTofz.gif
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Another reason I've fallen away from Cannon use, other than the usual tactical issues like damage falloff with range, restricted flying, etc?

    I play a lot of Iconian related content. Advanced, etc. Heralds are not a nice place to be in short proximity with in space. And for good damage output, you have to be in very close range. If you're sitting back with cannons at range, then your damage has dropped off tremendously.

    I notice the Klingon ships shooting at the Jem Hadar and Cardassian ships shooting already. They apparently have no problems with the severe dropoff as the devs insist our cannons suffer. There is no reasonable explanation, or at least not now in this power crept game, why this must be so.
  • aurigas7aurigas7 Member Posts: 488 Arc User
    Star Trek =/= STO. In Star Trek Beams engagement ranges where up several hundret thousend km. Not 10 km.
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  • norobladnoroblad Member Posts: 2,624 Arc User
    kyrrok wrote: »
    I would be happy enough if they reduced the excessive falloff over distance. Damage should not fall off a cliff when you're out further past 2km.

    Me too! I do have a cannon ship, and a full set of 5 xiv critdx3+ ap cannons. Its fun, but its simply not as efficient and much more dangerous ... the escorts that are suited to cannon just explode sometimes as damage is designed now to take a well geared cruiser to 25% in one volley, which of course is instant death to ships with greatly reduced hull and shields. If I did not have a piloting ship, I probably couldnt even attempt to play a cannon game. Those 5k teleports with immunity are just enough to make it viable, but you need some skills and timing even with that. Its still much easier to just get in a tank and sit there with your beams on auto fire like everyone else.

  • lianthelialianthelia Member Posts: 7,896 Arc User
    kyrrok wrote: »
    Another reason I've fallen away from Cannon use, other than the usual tactical issues like damage falloff with range, restricted flying, etc?

    I play a lot of Iconian related content. Advanced, etc. Heralds are not a nice place to be in short proximity with in space. And for good damage output, you have to be in very close range. If you're sitting back with cannons at range, then your damage has dropped off tremendously.

    I notice the Klingon ships shooting at the Jem Hadar and Cardassian ships shooting already. They apparently have no problems with the severe dropoff as the devs insist our cannons suffer. There is no reasonable explanation, or at least not now in this power crept game, why this must be so.

    There isn't a reasonable explanation for a lot of the things in game...torpedoes suffer just like Cannons...only they've suffered since what...Beta?

    It seems like they're slanting the game towards beams...wouldn't surprise they did it to make more money...since every ship can use beams but not every ship can use cannons...just like they only make escorts and cruisers because they sell better than sci ships.

    It's all about the all might $...more and more I don't think they care about the game at all...just the $
    Can't have a honest conversation because of a white knight with power
  • norobladnoroblad Member Posts: 2,624 Arc User
    lianthelia wrote: »
    kyrrok wrote: »
    Another reason I've fallen away from Cannon use, other than the usual tactical issues like damage falloff with range, restricted flying, etc?

    I play a lot of Iconian related content. Advanced, etc. Heralds are not a nice place to be in short proximity with in space. And for good damage output, you have to be in very close range. If you're sitting back with cannons at range, then your damage has dropped off tremendously.

    I notice the Klingon ships shooting at the Jem Hadar and Cardassian ships shooting already. They apparently have no problems with the severe dropoff as the devs insist our cannons suffer. There is no reasonable explanation, or at least not now in this power crept game, why this must be so.

    There isn't a reasonable explanation for a lot of the things in game...torpedoes suffer just like Cannons...only they've suffered since what...Beta?

    It seems like they're slanting the game towards beams...wouldn't surprise they did it to make more money...since every ship can use beams but not every ship can use cannons...just like they only make escorts and cruisers because they sell better than sci ships.

    It's all about the all might $...more and more I don't think they care about the game at all...just the $


    Torps are a lot better than they were, now. Command tree, ships, officers and a few other choice goodies have made them much stronger. Still not designed to be your primary weapon, and BO3 still does more than most torp spreads or torps, but they can be fun. Shields are an ongoing issue with torps, but they are better at 60 than they were back at 50 by a long way.

  • gradiigradii Member Posts: 2,824 Arc User
    kyrrok wrote: »
    One of my raptors includes a few beams for all around coverage, including an omni in the back, 2 torp launchers, one on each side and 2 DHCs. I sometimes take it to the Undine warzone if I just want to have fun with a build that I enjoy, instead of being dictated to as to how to build my own danm ship. The monotony of beams all around gets boring quite often.

    That's nearly what I use on my pilot raptor, only I use only one torpedo, in the fore of my ship, with a turret and a omni in the aft.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
  • norobladnoroblad Member Posts: 2,624 Arc User

    Torps are a lot better than they were, now. Command tree, ships, officers and a few other choice goodies have made them much stronger. Still not designed to be your primary weapon, and BO3 still does more than most torp spreads or torps, but they can be fun. Shields are an ongoing issue with torps, but they are better at 60 than they were back at 50 by a long way.

    The new torp from the FE drops shields in a single spread if you have some flow caps. Its viable, not as potent as beams, but my GW / TS drive by can do some serious damage and few things survive it.
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    DHCs fell out of favor for two reasons:
    1. PVP has largely died in STO and one-on-one combat is where DHCs are superior.
    2. Most story/PVE missions involve multiple enemy targets that swarm you and AoE damage from BFAW is more useful.

    DHCs are still useful, particularly with the Pilot Escorts/Raptors if you can focus on one target at a time, but DHCs will never be as popular as they once were until one of the following things happen:
    1. The devs start delivering more missions with "big boss" battles where players clearly benefit from concentrated firepower with both high DPS and high burst damage (DHCs) rather than AoE damage from beams.
    2. The devs find a way to revive PVP so more players have an interest in building ships that will quickly shred other players in one-on-one combat by using DHCs.
    3. The devs find a way to buff DHCs (This is the most likely solution based on what we've seen from the devs since STO began, but it's also the absolute worst solution because it expedites problems with power creep and will then lead to more buffs to beams, torps, then more bufffs to cannons ... etc., etc. resulting in more player rage, etc.)

    Standard dual cannons are fine because of the improved rate of fire (essentially increasing your crit chance per second because you're firing more often), but unless you're stacking the mods correctly then DHC usually end up being superior because of the built-in buff to Crit Severity. If you really want to make standard dual cannons deliver more damage than DHCs then you have to use active space DOffs that buff your crit chance/crit severity, make sure you're using dual cannons that have mods that boost crit severity, and use weapon types that have a chance to give you impressive damage bonuses that are stacked as you crit.

    Even then, the argument can be made that you could do everything I just said with DHC and still do more damage because of the benefit of extra crit severity from DHCs.

    Standard dual cannons should have a bonus crit chance in addition to that greater rate of fire the same way that DHC have a bonus crit severity ... that would make standard dual cannons that much more useful compared to DHCs.
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
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