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New life for Single Cannons and Dual Cannons?

rmy1081rmy1081 Member Posts: 2,840 Arc User
From Tribble patch notes December 1, 2015
We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.
...
Powers:
[*] Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
  • Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
  • This change will allow all firing modes to benefit equally from these effects
...

Since single and dual cannons have the most shots per cycle, is this a stealth buff for them? It's obviously not been tested yet, but in theory it would seem that using single/dual cannons would give the best chance for a plasma explosion proc?

What do you think?

Comments

  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    rmy1081 wrote: »
    From Tribble patch notes December 1, 2015
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.
    ...
    Powers:
    [*] Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
    • Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
    • This change will allow all firing modes to benefit equally from these effects
    ...

    Since single and dual cannons have the most shots per cycle, is this a stealth buff for them? It's obviously not been tested yet, but in theory it would seem that using single/dual cannons would give the best chance for a plasma explosion proc?

    What do you think?

    Don't think it makes them "valid" again. Sure they may fire a couple more shots but you'd rely on a proc to actually fill quite the big base damage gap and then there's still the issue of weapon power economy. So if almighty RNG lets you down you'll still end up with significantly less DPS compared to DHCs I'd say.
  • tom61stotom61sto Member Posts: 3,636 Arc User
    rmy1081 wrote: »
    From Tribble patch notes December 1, 2015
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.
    ...
    Powers:
    [*] Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
    • Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
    • This change will allow all firing modes to benefit equally from these effects
    ...

    Since single and dual cannons have the most shots per cycle, is this a stealth buff for them? It's obviously not been tested yet, but in theory it would seem that using single/dual cannons would give the best chance for a plasma explosion proc?

    What do you think?

    Don't think it makes them "valid" again. Sure they may fire a couple more shots but you'd rely on a proc to actually fill quite the big base damage gap and then there's still the issue of weapon power economy. So if almighty RNG lets you down you'll still end up with significantly less DPS compared to DHCs I'd say.

    I've been hearing rumblings that DCs actually overcap power more than DHCs. If true, power economy would be in favor of DCs. With both more overcap and proc chances for Plasma Embassy consoles, it could make DCs interesting.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    tom61sto wrote: »
    rmy1081 wrote: »
    From Tribble patch notes December 1, 2015
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.
    ...
    Powers:
    [*] Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
    • Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
    • This change will allow all firing modes to benefit equally from these effects
    ...

    Since single and dual cannons have the most shots per cycle, is this a stealth buff for them? It's obviously not been tested yet, but in theory it would seem that using single/dual cannons would give the best chance for a plasma explosion proc?

    What do you think?

    Don't think it makes them "valid" again. Sure they may fire a couple more shots but you'd rely on a proc to actually fill quite the big base damage gap and then there's still the issue of weapon power economy. So if almighty RNG lets you down you'll still end up with significantly less DPS compared to DHCs I'd say.

    I've been hearing rumblings that DCs actually overcap power more than DHCs. If true, power economy would be in favor of DCs. With both more overcap and proc chances for Plasma Embassy consoles, it could make DCs interesting.

    Yeah, with a high EPS score and the current CrtD bug with DHCs, DCs can actually pull more DPS.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Before ANY of this is even considered, the ENTIRE meta of cannons needs to be re-visited, because in the current game state, they are at a severe disadvantage.
    T93uSC8.jpg
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    How do we actually get that done, though? (torpedoes as well) They've ignored it for years, how do we make things that have been WoW-Shaman-level of "TRIBBLE you we're buffing others instead, go die in a fire" finally fixed and looked at? Kits got a massive revamp in Delta, can we convince them that Cannons and Torpedoes need that level of redesign for i12?

    Right now, it's so bad that there's only one exception per weapon type to all rep and sets being Beam Array and DHCs. So the devs know no one's using the remainder, and the torpedoes are just there as a restriction you have to sink your DPS with if you really want that full set bonus.

    A few have a second if you've got the lobis
    One cannon (proton), with potentially the long range sniper cannon from the hirogen set
    One mine (Nukara web) though at least they're good
    One DBB (goes with the mines) and a second in the chroniton array with lobis
    I think resonant had a dual cannon?
  • captainchaos66captainchaos66 Member Posts: 409 Arc User
    One thing I've noticed about cannons, and this COULD be all in my head,, but they don't seem to fire as often as they did,, say 3 years ago. I recall running Dual Heavy Cannons on ships and hearing PEW-PEW-PEW without using Rapid fire, or Scatter volley. Lately when I run a build with cannons I tend to hear more pew----pew---pew---pew without any buff skills. This could be just an audio thing, or a perception thing, however it seemed very prevalent during the mirror universe event.
    This change that they are doing seems to be a plus on the one hand, however, if the SPEED of cannons firing has been slowed over the years this may be a lateral move to give cannons a little more punch from console mods.
    Full disclosure: I mainly fly Cruisers and until about 6 months ago had rarely had a cannon build of any worth for a couple years. Recently, mainly because of the T6 Defiant I have begun to build cannon focus builds on several different toons.
    Just have to see what happens. Like I always say,, hope for the best,, plan for the worst!
    ***************************
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  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    Even though canonically torpedo barrages are what really brings down the shields, and it's onboard ammo (remaining charges) over multiple short encounters that's a problem (let's face it, even voyager was producing more of the bloody things over time)

    Regarding Cannons: a few changes that would make things more interesting:
    1) DHCs now degrade to 40% but over 10.5km. A questionable decrease, and a questionable increase, but could they, together give us an interesting improvement and playstyle? They remain the close range punch, just, slightly more viable for slightly longer than before.

    2) Single Cannons now degrade only to 80%, but also lose up to 20% accuracy over full range. Surely this could be built around?

    3) Regular DCs get an improvement, degrading now only to 70% (marginally more than beams)

    4) Turrets...uh... something. Maybe drop their max range but no degradation? They're pretty weak to begin with...

    As for torpedoes, what if torpedo impacts damaged shield generators? The 75% cut remains, but every launcher debuffs shields temporarily with -Max ShieldHP every hit, as well as increasing kinetic bleedthrough by a small %. Of course shield heals recover several charges of those stacks per cast.

    The idea is using a simple ability/boost to torpedoes to completely revamp their meta. A torpedo barrage would overwhelm shields and eventually blow them utterly offline (barring of course heals or a bit of time away from angry warbirds), preventing the common sight of beams doing full damage through a piddling 1% while torpedoes see their HYIII Heavy strike turned into a pathetic 5k pop because the target went back to 00001/180000
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited December 2015
    wardcalis wrote: »
    pyrogxmk3 wrote: »

    As for torpedoes, what if torpedo impacts damaged shield generators? The 75% cut remains, but every launcher debuffs shields temporarily with -Max ShieldHP every hit, as well as increasing kinetic bleedthrough by a small %. Of course shield heals recover several charges of those stacks per cast.

    The idea is using a simple ability/boost to torpedoes to completely revamp their meta. A torpedo barrage would overwhelm shields and eventually blow them utterly offline (barring of course heals or a bit of time away from angry warbirds), preventing the common sight of beams doing full damage through a piddling 1% while torpedoes see their HYIII Heavy strike turned into a pathetic 5k pop because the target went back to 00001/180000

    currently shields have an innate 75% damage reduction to kinetic damage. this exists as long as there is 1 point of shielding. what they need to do is make it scale to the %value of remaining shields
    But all that 1 point of shielding having 75 % damage reduction means is that you need to deal 4 damage to get rid of it, rather than 1. So if you deal 1000 damage to a target with one shield point left, you deal 996 damage to the hull. It does not mean that you only deal 250 damage to the target.
    At least that is how a developer once explained the damage calculations.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • neomodiousneomodious Member Posts: 428 Arc User
    wardcalis wrote: »
    pyrogxmk3 wrote: »

    As for torpedoes, what if torpedo impacts damaged shield generators? The 75% cut remains, but every launcher debuffs shields temporarily with -Max ShieldHP every hit, as well as increasing kinetic bleedthrough by a small %. Of course shield heals recover several charges of those stacks per cast.

    The idea is using a simple ability/boost to torpedoes to completely revamp their meta. A torpedo barrage would overwhelm shields and eventually blow them utterly offline (barring of course heals or a bit of time away from angry warbirds), preventing the common sight of beams doing full damage through a piddling 1% while torpedoes see their HYIII Heavy strike turned into a pathetic 5k pop because the target went back to 00001/180000

    currently shields have an innate 75% damage reduction to kinetic damage. this exists as long as there is 1 point of shielding. what they need to do is make it scale to the %value of remaining shields
    But all that 1 point of shielding having 75 % damage reduction means is that you need to deal 4 damage to get rid of it, rather than 1. So if you deal 1000 damage to a target with one shield point left, you deal 996 damage to the hull. It does not mean that you only deal 250 damage to the target.
    At least that is how a developer once explained the damage calculations.

    That may be how it's supposed to work, but I think it only has one calculation time, so it sees shields and applies that resist before anything else.​​
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited December 2015
    As someone that uses Torpedo builds on Science Vessels, I don't think it's as horrible as some make it out to be here. Yes, you will likely not break down shields, but you can buff torpedo damage and shield penetration considerably with traits (Standard, Rep, Starship), and the end result is that enemies get cooked in their shields.

    You can probably not build a torpedo boat Escort, but I don't think that any build must be viable on every ship. A FAW build will be subpar on a Science Vessel, too.
    neomodious wrote: »
    wardcalis wrote: »
    pyrogxmk3 wrote: »

    As for torpedoes, what if torpedo impacts damaged shield generators? The 75% cut remains, but every launcher debuffs shields temporarily with -Max ShieldHP every hit, as well as increasing kinetic bleedthrough by a small %. Of course shield heals recover several charges of those stacks per cast.

    The idea is using a simple ability/boost to torpedoes to completely revamp their meta. A torpedo barrage would overwhelm shields and eventually blow them utterly offline (barring of course heals or a bit of time away from angry warbirds), preventing the common sight of beams doing full damage through a piddling 1% while torpedoes see their HYIII Heavy strike turned into a pathetic 5k pop because the target went back to 00001/180000

    currently shields have an innate 75% damage reduction to kinetic damage. this exists as long as there is 1 point of shielding. what they need to do is make it scale to the %value of remaining shields
    But all that 1 point of shielding having 75 % damage reduction means is that you need to deal 4 damage to get rid of it, rather than 1. So if you deal 1000 damage to a target with one shield point left, you deal 996 damage to the hull. It does not mean that you only deal 250 damage to the target.
    At least that is how a developer once explained the damage calculations.

    That may be how it's supposed to work, but I think it only has one calculation time, so it sees shields and applies that resist before anything else.​​
    Well, the devs explained in a manner that suggests that it does work like that, and doesn't get "confused". It depends on how you calculate things and what shields actually are (considering the game engine started with Champions Online or earlier, a game without the concept of shields).

    Pseudo-Code
    // shieldHardness = Multiplication of all shield hardness modifiers that apply, 
    // (75 % kinetic resistance means x4, and if you, say, got 25 % from shield power that would be something like 5.33. )
    damageCalculation(double incomingDamage, double shieldPoints, double shieldHardnessMultiplyer) {
    	hullDamage = 0,1 * incoming damage. // Bleed Damage
    	effectiveDamage= 0,9 incoming damage - (shieldPoints * shieldHardness)
    	if (effectiveDamage > 0) { // shields were penetrated, so there are no remaining and everything left is applied to hull.
    		setShields(0); 
    		hullDamage += effectiveDamage
    	} else {
    		setShields(effectiveDamage * -1)
    	}
    	applyHullDamage(hullDamage);
    }
    





    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    edited December 2015
    It's literally impossible to fire torpedoes more than 4 times in 6 seconds, and that's with the terran console.
    Torpedo Launchers have a 2s Global Cooldown (1.5 plus an exclusive launch activation of 0.5s). Assuming the console, your first will leave the tubes at 0.5, second at 2, third at 3.5, and fourth launch at exactly 6 seconds.

    Sure they're decently heavy single hits, but They're *ONE* hit of DPS half a single DBB's volley every 1.5 or 2s as opposed to as many guns as you can bring to bear on the enemy. And then they get a couple more seconds cooldown, rather than all firing again a second from now.

    The Omega aside (look at that DPS tooltip, remember reality, and choose to laugh or cry), torpedoes not only have lower DPS than beams offer, but it's lower-still due to the GCD: They don't even offer the burst damage that would warrant their cooldowns because they *can't* be used to burst a target down; not the way that even the weaker current form of Surgical Strikes can do.

    Back to cannons, though. Is there currently *ANY* use the single cannon currently has that we can use as an example to build from?


    Edit: Just to note; it's unbelievably common in-game to find people who assume either:
    >The GCD is 1s
    >Omega Torpedoes fire every 0.5s
    >Shields are the only kinetic resist, anything that hits hull is not reduced, that's why it's so high because once your shields go down it's over

    I sincerely worry some devs themselves may not even know how torpedo launchers work by now.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    How did a discussion on cannons get to a discussion on torpedoes? Maybe you all should start your own thread?

    Anyway, I found this from Vel and it's what I was looking for:
    Just gonna say what I'd said on reddit:

    Last I'd calculated, FAW was procing these consoles per shot and per-cycle, and everywhere else they were procing per-cycle.
    For beams, one cycle of FAW is, best case, 10 shots, while one cycle outside of FAW is 4 shots. Previously, as far as I could tell from logs, 10 shots of FAW rolled 11 chances to proc (one for the start of the cycle and one per shot), and then your other cycle rolled 1 chance (at the start of the cycle). Since you can have at most 50% FAW uptime, I'll just lump the two together and say that your 14 shots gave you 12 chances to proc. We're going up to 14 chances to proc. 14/12=1.1666... Divided by 1.18=.988. That's basically a net even. I honestly do not give a TRIBBLE about a 1.2% dps loss on a proc for my ideal case when it fixes the consoles everywhere else, especially with the rest of the stuff in this patch.

    If you run a Surgical Strikes build, you've got two cycles of SS and one normal cycle. Previously, that'd have only gotten you 3 chances at proc'ing. Now, that gets you 8, but at 18% less damage. So your embassy console dps on a SS build just went up ~3.14x

    A CRF build, assuming you run DC's like I've been saying for months now, has 2/3 uptime on CRF, and fires a total of 16 sh
    ots per DC/turret across two cycles of CRF and a normal cycle. The embassy console dps on such a build went up ~4.5x.

    A CSV build, best case, can fire 28 shots in 2 cycles of CSV and a normal cycle. The embassy console dps on such a build went up ~7.9x.

    TL;DR :)

    So it is a buff to DCs!
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Lets get back on track....

    Cannons suffer from many issues in the current meta. This wasn't always the case; there was a time when cannons had ascendancy but that is not longer the case. The BIGGEST issues facing cannons are (listed in order of importance)

    1. Time to target (beams hit targets instantly, so parsers will always be biased...hard to kill a target when beams have cooked it before you have..) READ: DHC and Cannon shots in-general are TOO slow and are not consistent with I.P..
    2. Damage falloff from distance
    3. The inherent +10% CritD is bugged (In reference to DHCs)
    4. The damage differential you get from using cannons is not even REMOTELY compensated for because of limited firing arc and damage falloff. THIS is why we have all-beam Defiant builds....they kill stuff faster.

    There are more issues, but I'm in the process of penning a "Cannons Suck"-mega thread, so input here would be nice.
    T93uSC8.jpg
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    Lets get back on track....

    Cannons suffer from many issues in the current meta. This wasn't always the case; there was a time when cannons had ascendancy but that is not longer the case. The BIGGEST issues facing cannons are (listed in order of importance)

    1. Time to target (beams hit targets instantly, so parsers will always be biased...hard to kill a target when beams have cooked it before you have..) READ: DHC and Cannon shots in-general are TOO slow and are not consistent with I.P..
    2. Damage falloff from distance
    3. The inherent +10% CritD is bugged (In reference to DHCs)
    4. The damage differential you get from using cannons is not even REMOTELY compensated for because of limited firing arc and damage falloff. THIS is why we have all-beam Defiant builds....they kill stuff faster.

    There are more issues, but I'm in the process of penning a "Cannons Suck"-mega thread, so input here would be nice.

    you're pretty spot on. I would love to see the drop off start at about 4-5 km rather than the 2 km we have now.
  • theillusivenmantheillusivenman Member Posts: 438 Arc User
    edited December 2015
    Lets get back on track....

    Cannons suffer from many issues in the current meta. This wasn't always the case; there was a time when cannons had ascendancy but that is not longer the case. The BIGGEST issues facing cannons are (listed in order of importance)

    1. Time to target (beams hit targets instantly, so parsers will always be biased...hard to kill a target when beams have cooked it before you have..) READ: DHC and Cannon shots in-general are TOO slow and are not consistent with I.P..
    2. Damage falloff from distance
    3. The inherent +10% CritD is bugged (In reference to DHCs)
    4. The damage differential you get from using cannons is not even REMOTELY compensated for because of limited firing arc and damage falloff. THIS is why we have all-beam Defiant builds....they kill stuff faster.

    There are more issues, but I'm in the process of penning a "Cannons Suck"-mega thread, so input here would be nice.

    This is all true, this is why beams, of both kind, reign supreme the queues. First the cannons need to be brought to the same level with beams, then we can address the issue of usefulness (or lack thereof) of single cannons. DC I see the use for specific builds because of their constant firing speed, unlike their bigger slower brethren.

    That said, I also agree with what someone else posted, single cannons could enjoy new life if Devs gave them 270 degrees firing arc and lowered down their damage to compensate. With ways to augment weapon power these days, even running eight wouldn't be a problem (besides, there's KCB, torps etc that most people would run as well), and even though BA would still be preffered, since their damage doesn't falloff, for slightly nimbler (but still big) ships that can get into a range better, single cannons would be useful then. Of course, the single cannons should have their limit of not being loadout-able on the aft slots lifted.

    This could also tie itself to reworkings of the CSV's limited arc, or at the very least, make single cannons be able to use BFAW mechanics (or even the spell itself).

    Edit: ah the typos...zombie needs the coffee. :s
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    wardcalis wrote: »
    currently shields have an innate 75% damage reduction to kinetic damage. this exists as long as there is 1 point of shielding. what they need to do is make it scale to the %value of remaining shields

    This is exactly what I've said for years. A shield should be at maximum effectiveness when fully charged, every time it lowers it should still provide defense but the risk of it failing or loosing resistance should increase.

    100% capacity = 75% resistance
    50% cap = 50% res
    25% cap = 25% res
    1% cap = 1% res

    Those are purely arbitrary numbers but they show how it could be done. This would only be for torpedoes though as energy weapons already get good bleed-through and little resistance.
    Perhaps torp crits could also give a chance to knock a facing off entirely?

    As for cannons, heck there is so much wrong with them it's just embarrassing to use them sometimes in a team setting!
    Somewhere like the Badlands battlezone for example is almost impossible to get decent rewards with anything but beams. It's not so much cannons are so poor (or torps) they can still do massive damage, but the beams have a million more advantage like not worrying about arcs and being able to just park up and spam BFAW till the cows come home.
    Basically single target attacks in general are losing out to multi-beam spam all over the place. Even the single target beam attack, beam overload is pointless in most cases.

    To fix cannons i'd consider:
    • Increase the distance until damage dropoff starts. 2km is way to close, we need it at least 4km.
    • Allow cannons to be used in aft weapon slots. That helps with the poor arc issue as ships could then carry on attacking when past an enemy. Fast turn rates are all well and good but even a 45 degree arc means your guns aren't shooting a lot of the time, you just can't park and shoot like beam-whales do.
    • sort out the CritD mess with dual heavies.
    • speed up the speed the cannon shot travel (same for torps) because often a beam boat will kill a target before your shot even reaches it.
    SulMatuul.png
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    pyrogxmk3 wrote: »
    Even though canonically torpedo barrages are what really brings down the shields, and it's onboard ammo (remaining charges) over multiple short encounters that's a problem (let's face it, even voyager was producing more of the bloody things over time)

    Regarding Cannons: a few changes that would make things more interesting:
    1) DHCs now degrade to 40% but over 10.5km. A questionable decrease, and a questionable increase, but could they, together give us an interesting improvement and playstyle? They remain the close range punch, just, slightly more viable for slightly longer than before.

    2) Single Cannons now degrade only to 80%, but also lose up to 20% accuracy over full range. Surely this could be built around?

    3) Regular DCs get an improvement, degrading now only to 70% (marginally more than beams)

    4) Turrets...uh... something. Maybe drop their max range but no degradation? They're pretty weak to begin with...

    As for torpedoes, what if torpedo impacts damaged shield generators? The 75% cut remains, but every launcher debuffs shields temporarily with -Max ShieldHP every hit, as well as increasing kinetic bleedthrough by a small %. Of course shield heals recover several charges of those stacks per cast.

    The idea is using a simple ability/boost to torpedoes to completely revamp their meta. A torpedo barrage would overwhelm shields and eventually blow them utterly offline (barring of course heals or a bit of time away from angry warbirds), preventing the common sight of beams doing full damage through a piddling 1% while torpedoes see their HYIII Heavy strike turned into a pathetic 5k pop because the target went back to 00001/180000

    DHCs if anything need a boost, not to degrade to 40%. With beams, especially BFAW, ruling all, they can afford to get rid of the distance dropoff entirely.

    They can also afford to get rid of the high yield penalty that reduces torpedoes base damage with each additional torpedo fired. This penalty along with spread's hit certainty makes spread THE go-to ability.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Lets get back on track....

    Cannons suffer from many issues in the current meta. This wasn't always the case; there was a time when cannons had ascendancy but that is not longer the case. The BIGGEST issues facing cannons are (listed in order of importance)

    1. Time to target (beams hit targets instantly, so parsers will always be biased...hard to kill a target when beams have cooked it before you have..) READ: DHC and Cannon shots in-general are TOO slow and are not consistent with I.P..
    2. Damage falloff from distance
    3. The inherent +10% CritD is bugged (In reference to DHCs)
    4. The damage differential you get from using cannons is not even REMOTELY compensated for because of limited firing arc and damage falloff. THIS is why we have all-beam Defiant builds....they kill stuff faster.

    There are more issues, but I'm in the process of penning a "Cannons Suck"-mega thread, so input here would be nice.

    Go right ahead with the "Cannons Suck" thread. I'll be there shortly after to post myself.
  • arctcwolfarctcwolf Member Posts: 242 Arc User
    the fix for cannons is simple...reduce to hit time down to .5 sec for up to 10k range. beams seems to be closer to .25 sec.
  • theillusivenmantheillusivenman Member Posts: 438 Arc User
    edited December 2015
    lordsteve1 wrote: »
    • speed up the speed the cannon shot travel (same for torps) because often a beam boat will kill a target before your shot even reaches it.

    I like that idea.

    A buddy of mine made a good suggestion about this one, simply count in the hit when the shot's fired (ie if it hits at all, and not misses, but cannon accuracy is something for another thread) and not when it lands -- for cannons. This would make sure cannon hits land on the target before BFAW spam of death destroys the enemy, but still wouldn't OP cannons because of the fall-out damage decrease to range, smaller arcs and no BFAW mechanics for 'em (CSV is meh compared to beam 'equivalent').

    Torps are in a different kettle, in a sense that it just wouldn't make sense to do it. In their case, I'd speed them up for about 25% (flight speed), stackable with the skill for faster torp travel rate.
    5980291nyfcc.png
    "Reality is a thing of the past."
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