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A Proposal for Cannons

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    thekodanarmada#7342 thekodanarmada Member Posts: 1,631 Arc User
    edited June 2016
    nabreeki wrote: »
    It's not stoleleviathan.

    I'm curious. How would you know for a fact the OP isn't stoleleviathan? I also have the feeling you know exactly who the OP is.

    https://www.youtube.com/watch?v=yoy4_h7Pb3M
    DInb0Vo.gif[/url][/center]
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    monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    nabreeki wrote: »
    It's not stoleleviathan.

    I'm curious. How would you know for a fact the OP isn't stoleleviathan? I also have the feeling you know exactly who the OP is.

    https://www.youtube.com/watch?v=yoy4_h7Pb3M

    LOL. Fair enough. :D

    Excuse me. I need to do a RMA on this pitchfork I bought. I don't know what country it came from, but it done boomeranged on me when I threw it at Nabreeki and it hit me in the butt. :dizzy:
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    anything that returns to the thrower is manufactured in australia​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
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    I gain power by understanding both.
    In the chaos of their battle, I bring order.
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    The Force is united within me.
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    monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    anything that returns to the thrower is manufactured in australia​​

    Well that explains why the kangaroo came back to me.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I remember someone suggesting in a thread to make single cannons be able to be aft-mountable like beam arrays, but issue with this idea is that even if you did make them aft-mountable they would not be able to broad-side effectively with their current 180 degree arc they have. You would need to at least make their firing arc be something along the line of 200 degrees to give them some degree of overlap between the forward an aft weapon arcs to broadside effectively. I bring this up as that would give single cannons abit of use if the player did not want to still broadside, but did not want to use beam arrays for what ever reason, while also with how rapid-fire an scatter volley work could be effective alongside cruisers that use the beam-broadsiding version. Also such a change would give single cannons a definite position they are used in comparison to dual/dual heavy cannons, and so make it just about balancing the usefulness of dual cannons an dual heavies between each other.
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    shurkhemolightshurkhemolight Member Posts: 399 Arc User
    kelshando wrote: »
    kelshando wrote: »
    I personally think they should remove cannon and beam ability's and just combine them.

    Such as:

    Fire at Will: Ships energy weapons fire at multiple targets in there respective weapon arcs. (this would replace BFW and CVF)

    Full power to energy weapons: Beams focus there power into one powerful burst, Cannons overcharge their firing rate for x amount of time (this removes CRF and BO)

    This would allow players to mix energy weapon systems more freely allowing for ships to run beams and cannons.

    As far as the boom and zoom that the escorts are designed to do.. a longer cool down on the cannons but increased damage would help.. given the lack of up time a moving ship has on target.. the longer cool down at firing cycle would make so sitting and shooting away would not be helpful and the increased damage would make boom and zoom escort fighting style more rewarding.

    You could already mix energy weapons, starting an alpha with FAW brought the shields down, lighting up CRF after that along with TS shattered hull.

    Its just simpler and better to do it with FAW and TS paired, or FAW alone.

    Total missed the point.. you have to use more skills to use mixed weapon systems. What I suggested would make it more viable to mix them then having to waste BO skills on 2 different systems.. 3 if using torps.

    no i didnt miss the point at all, nor have i ever used keybinds of any sort for skills, i honestly dont see the issue with cannons other than what i already mentioned.


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    shurkhemolightshurkhemolight Member Posts: 399 Arc User
    kelshando wrote: »
    kelshando wrote: »
    I personally think they should remove cannon and beam ability's and just combine them.

    Such as:

    Fire at Will: Ships energy weapons fire at multiple targets in there respective weapon arcs. (this would replace BFW and CVF)

    Full power to energy weapons: Beams focus there power into one powerful burst, Cannons overcharge their firing rate for x amount of time (this removes CRF and BO)

    This would allow players to mix energy weapon systems more freely allowing for ships to run beams and cannons.

    As far as the boom and zoom that the escorts are designed to do.. a longer cool down on the cannons but increased damage would help.. given the lack of up time a moving ship has on target.. the longer cool down at firing cycle would make so sitting and shooting away would not be helpful and the increased damage would make boom and zoom escort fighting style more rewarding.

    You could already mix energy weapons, starting an alpha with FAW brought the shields down, lighting up CRF after that along with TS shattered hull.

    Its just simpler and better to do it with FAW and TS paired, or FAW alone.

    Total missed the point.. you have to use more skills to use mixed weapon systems. What I suggested would make it more viable to mix them then having to waste BO skills on 2 different systems.. 3 if using torps.

    No i didnt miss the point at all, nor have i ever used keybinds of any sort for skills, i honestly dont see the issue with cannons other than what i already mentioned.

    Combining skills would just dumb the game down more than it already is.



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    echattyechatty Member Posts: 5,914 Arc User
    echatty wrote: »
    All we know for sure right now is this thread is an exact copy/paste of the other one.

    Still, some good ideas are being discussed.

    I still want to see dual cannons get a wider arc. If not 90 degrees, then at least 70?

    We already have them actually. When you get R&D:Cannons to level 15 you unlock the recipe to craft wide-arc dual heavy cannons that have a 90 degree firing arc. You can only equip 1 wide-arc DHC on a single ship though, no matter what damage type they do.

    I know. I have R&D Cannons at 15 on one toon. I was speaking of regular dual cannons, not dual heavies.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
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    stumpfgobsstumpfgobs Member Posts: 297 Arc User
    Another nice idea i suggested quite some time ago would be to introduce some sort of bonus for mixing weaponry.

    As an example, lets nerf all beam and cannon damage by 10% and then give all weapons a buff of 5% per different weapon category used on the same ship.

    It would make single cannons more attractive as a side effect. Just a thought though.
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