Would you like to see the option of having 250 degree cannon turrets which would be an equal alternative to beam arrays of all the different energy types?
Heavy cannons with a 250 degree firing arc 58 votes
Sorry Ironmako, but the issue isn't - for me, of course! - the 45° or 250° or wathever°, but the fact that torpedoes and beam abilities start at ensign and end at lt. commander, whil the cannon abilities start one level above.
(Not to mention the Attack Pattern <something>.)
BOff Abilities for Beams and Cannons need to be balanced before anything else. Besides, single cannons and turrets already have enough of a firing arc. I find enjoyable the extra effort I must put into flying a ship effectively which mounts cannons. Already far too much flying in circles and spamming the Space bar in this game.
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90 degrees on normal/dual cannons I can see, and maybe 60 on DHC. I'd also restrict that to crafted and one per vessels to maintain a certain amount of balance.
Sorry Ironmako, but the issue isn't - for me, of course! - the 45° or 250° or wathever°, but the fact that torpedoes and beam abilities start at ensign and end at lt. commander, whil the cannon abilities start one level above.
(Not to mention the Attack Pattern <something>.)
Bye / Qaplà
Yeah, cannon powers need to be knocked down a rank. I found it funny that low tier escorts can't even (can barely) use cannon power while low tier cruisers have no issue FAWing all over the place.
Sometimes I think I play STO just to have something to complain about on the forums.
Yea I agree 105-120 for Torpedoes be very reasonable - but they already do have Wide Arc Dual Heavy Cannon's that can be crafted with R&D or purchased on the exchange with 90 arc's. Those Wide Arc DHC are some of the most potent weapons in the game - it's why it think they really could expand the Torpedo's ARC even a little bit.
Yea I agree 105-120 for Torpedoes be very reasonable - but they already do have Wide Arc Dual Heavy Cannon's that can be crafted with R&D or purchased on the exchange with 90 arc's. Those Wide Arc DHC are some of the most potent weapons in the game - it's why it think they really could expand the Torpedo's ARC even a little bit.
In engineering terms, it's easier to give Cannons a wider arc than it is a Torpedo. The launcher system on torps is massively bigger than a Cannon housing.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
Going to say this as specifically it says "heavy cannon turret", yet also "heavy-cannon" as well, which would be effectively two different weapon systems. I would not want to see the single cannon firing arc increased to 280 degrees like beam-arrays, though a heavy-cannon version i could see the appeal of. Though such a weapon system would need some limiting factor we would see a similar issue as we do with dual cannons an dual heavy cannons.
Though in the vain of the heavy cannon turret to me it would be more about expanding on the heavy-turret concept they already have into something similar to the omni-arrays concept, maybe even have a second version called a dual-turret that counts towards the heavy turret limit (in that you can slot one crafted an one mission heavy turret on your ship yet keeping the 360 degree. because of turret's low damage output it almost always is a better option to use beam arrays, and broadside, but if we had this idea of being able to use two higher damage output/firing rate yet limited use turrets than on ships that have 2-3 rear weapon-slots using cannons (single, dual/dual-heavy) might be more appealing an option.
I actually feel that the single cannon, and dual-heavy cannons, are quite okay with their existing firing arc. Yet I think that dual cannons could use a buff to their firing arc to create more of a niche, making them more effective option to use on dual-cannon capable cruiser/dreadnaughts, in the same way that escorts can use dual/dual-heavy cannons more effectively via their much more nimble turn rate. If we buffed the firing arc of dual cannons to 65-75 degrees than they could devote more of their console/gear/talent slots to other options other than turn-rate buffs like they do now, or using power-sliding (not saying you can;t, but that these should be additions to get the most potential out, not merely make them viable.).
I agree that it would be nice to either see all weapon-buffing boff abilities, like torpedo-spread/canon-rapid fire/beam-overload, begin at the same tier either at the ensign or lt rank. If it cannon abilities were pushed up one rank, maybe push down the attack patterns one rank. Though i could also see maybe making the aoe/spread/cone abilities need a higher rank, than the single-target version of the boff abilities.
I would be fine with seeing something like a tactical or engineering boff ability that for a short time would increase the firing arc of torpedoes. Yet also the travel time for torpedoes is more of an issue than the firing arc, as you can kill a target alot of the time before your torpedo hits it, and even though I could not see weapon power buffing the damage of torpedoes. I could see either weapon power, or aux power (maybe have it based on whichever is higher) affecting the travel speed of torpedoes.
I'd like to the the single cannons be more useable. Having a 250 single cannon and be able to mount them front and rear.
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If you are looking to create/turn the single cannon weapon type into the cannon type used for broad-siding, via giving them both a higher firing arc an being able to be mounted forward or aft. I would say make the overlapping firing arc of the forward and rear weapons less compared to beam arrays (250 degree arc), and so I would say make them have maybe 200-210 firing arc for single cannons.
Sigh this nugget. Try getting turn boosting consoles, don't put them on pigs with low turn speed, improve your skill tree to boost turn speed. In other words just no ...
Second if we have cannons firing greater than 250 it will kill all beams from the game completely and also as the power consumption is higher than beams you'd need to rebalance your levels if you havent tuned to compensate for power loss..
Third..Torps already exist with a 250 arc aka wide angle quantums..So having all torps going ballistic at that arc would make the wide angle quantums no more unique..
I like cannons and i use them.
I would be happy to see cannon abilities at the same rank as torpedos and beams.
I really don't understand why the "cannon scatter volley" or "cannon rapid fire" should be higher rank than beams or torpedos.
Why not just give all cannons a built in deathblossom ability whereby they can fire on anything within the 10km range bubble for 20 secs during which time you are imobilised and after either have zero weapon power for a further 20 secs or simply explode?
If you want that size of firing arc go beams and if you have to see blobs going towards your target get yourself some kelvin spitter beams.
There are far too many "equal alternatives" in the game as it is. The point of having alternatives is for them to be different. If you want a weapon with the same stats as a beam array, use a beam array.
God, I hate to start sounding like an elitest troll, but the people who ware demanding expanded weapon arcs need to learn how to drive thier freaking ships. if the space whale you want to flyisn't turning then put a RCS console on it
Well I think expanding Torpedoe ARC is likely a good solution; sure raiders or escorts turn very fast, but most never use Torpedoes. Remember: Most builds will do far greater damage concentrating purely on Energy Weapon's where they also only need one TAC console to boost damage.
God, I hate to start sounding like an elitest troll, but the people who ware demanding expanded weapon arcs need to learn how to drive thier freaking ships. if the space whale you want to flyisn't turning then put a RCS console on it
I'll fully agree with you in regard's to Cannon's.
Torpedo Arc's being extended to 105 or 120 likely be a good option; not to mention likely improving their damage. There supposed to be one of the most superior weapons in a ship's arsenal; but reality is most raiders/escorts will take a sizeable DPS hit using them. Cruisers or Science Ships could likely benefit from them more; but given many are slower to turn they fire far less and damage is subpar.
But I think expanding a Cannon's Firing Arc anything beyond what it is currently is jut a bad idea. You already have Wide-Arc Dual Heavy Cannon's at 90° or Dual Heavy Cannon's at 45°. Beside a regular Cannon is already 180° and they are capable are far greater damage than beam's.
I agree that all cannons don't need to get their firing arc expanded, but right now we have a overlap of the dual cannon and dual heavy cannon types at the 45 degree mark. It is like the argument that if you expand the firing arc of single cannons, and make them able to be slotted forward and aft weapon slots, it would/might make beam arrays less appealing to use. It would be nice to have two different degrees of play styles coming from if you use dual cannons (more forgiving compared to dual heavy), or dual heavy cannons (much more restrictive an precise flying).
Well to address a few opinions, I am not talking about creating something more powerful than beams, but something that is an equal to beams. I also think about the amount of large crusier sized vessels that would have cannon emplacements in the actual shows. For example, the D'Kora fires cannons (which look just like the Pulse Phaser Cannon in STO). The Romulan D'deridex fires disruptor cannons, even the Reman Scimitar displayed its cannon wide arc by hitting a Mogais' underbelly with a few good shots. So if they are so often used in the shows, then why are they so unwelcome in the game?
> @strathkin said: > Well I think expanding Torpedoe ARC is likely a good solution; sure raiders or escorts turn very fast, but most never use Torpedoes. Remember: Most builds will do far greater damage concentrating purely on Energy Weapon's where they also only need one TAC console to boost damage. > annemarie30 wrote: » > > God, I hate to start sounding like an elitest troll, but the people who ware demanding expanded weapon arcs need to learn how to drive thier freaking ships. if the space whale you want to flyisn't turning then put a RCS console on it > > > > > I'll fully agree with you in regard's to Cannon's. > > Torpedo Arc's being extended to 105 or 120 likely be a good option; not to mention likely improving their damage. There supposed to be one of the most superior weapons in a ship's arsenal; but reality is most raiders/escorts will take a sizeable DPS hit using them. Cruisers or Science Ships could likely benefit from them more; but given many are slower to turn they fire far less and damage is subpar. > > But I think expanding a Cannon's Firing Arc anything beyond what it is currently is jut a bad idea. You already have Wide-Arc Dual Heavy Cannon's at 90° or Dual Heavy Cannon's at 45°. Beside a regular Cannon is already 180° and they are capable are far greater damage than beam's.
And why not on a single cannon. Why not make it so they have a 200 deg arc and able to fire from both front and rear mounts? Still wouldn't use them on a cruiser, but on my lifetime destroyer I'd use them.
Be fun.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
Well to address a few opinions, I am not talking about creating something more powerful than beams, but something that is an equal to beams. I also think about the amount of large crusier sized vessels that would have cannon emplacements in the actual shows. For example, the D'Kora fires cannons (which look just like the Pulse Phaser Cannon in STO). The Romulan D'deridex fires disruptor cannons, even the Reman Scimitar displayed its cannon wide arc by hitting a Mogais' underbelly with a few good shots. So if they are so often used in the shows, then why are they so unwelcome in the game?
Relative agility, mostly. Unless you either invest in turn rate (RCS consoles out the wazoo), or are using a small, light craft (Raider/Pilot ship/Escort), you're not gonna be able to consistently use cannons to hit anything. Damage is good, but the difficulty in lining up a shot is less than ideal
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(Not to mention the Attack Pattern <something>.)
Bye / Qaplà
Yeah, cannon powers need to be knocked down a rank. I found it funny that low tier escorts can't even (can barely) use cannon power while low tier cruisers have no issue FAWing all over the place.
This. I wouldn't mind slightly wider arcs than they have, but to make it the same as Beam arrays is overkill.
"There... are... four... lights!" ~Jean Luc Picard
https://www.arcgames.com/en/forums/startrekonline/#/discussion/1236609/should-torpedos-be-given-a-wider-105-120-arc
In engineering terms, it's easier to give Cannons a wider arc than it is a Torpedo. The launcher system on torps is massively bigger than a Cannon housing.
Though in the vain of the heavy cannon turret to me it would be more about expanding on the heavy-turret concept they already have into something similar to the omni-arrays concept, maybe even have a second version called a dual-turret that counts towards the heavy turret limit (in that you can slot one crafted an one mission heavy turret on your ship yet keeping the 360 degree. because of turret's low damage output it almost always is a better option to use beam arrays, and broadside, but if we had this idea of being able to use two higher damage output/firing rate yet limited use turrets than on ships that have 2-3 rear weapon-slots using cannons (single, dual/dual-heavy) might be more appealing an option.
I actually feel that the single cannon, and dual-heavy cannons, are quite okay with their existing firing arc. Yet I think that dual cannons could use a buff to their firing arc to create more of a niche, making them more effective option to use on dual-cannon capable cruiser/dreadnaughts, in the same way that escorts can use dual/dual-heavy cannons more effectively via their much more nimble turn rate. If we buffed the firing arc of dual cannons to 65-75 degrees than they could devote more of their console/gear/talent slots to other options other than turn-rate buffs like they do now, or using power-sliding (not saying you can;t, but that these should be additions to get the most potential out, not merely make them viable.).
I would be fine with seeing something like a tactical or engineering boff ability that for a short time would increase the firing arc of torpedoes. Yet also the travel time for torpedoes is more of an issue than the firing arc, as you can kill a target alot of the time before your torpedo hits it, and even though I could not see weapon power buffing the damage of torpedoes. I could see either weapon power, or aux power (maybe have it based on whichever is higher) affecting the travel speed of torpedoes.
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http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
^this might be more feasible
The crafted cannons with [Arc] bonus are 90 arc's rather then 45 (I think, havn't made one)
Second if we have cannons firing greater than 250 it will kill all beams from the game completely and also as the power consumption is higher than beams you'd need to rebalance your levels if you havent tuned to compensate for power loss..
Third..Torps already exist with a 250 arc aka wide angle quantums..So having all torps going ballistic at that arc would make the wide angle quantums no more unique..
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I would be happy to see cannon abilities at the same rank as torpedos and beams.
I really don't understand why the "cannon scatter volley" or "cannon rapid fire" should be higher rank than beams or torpedos.
If you want that size of firing arc go beams and if you have to see blobs going towards your target get yourself some kelvin spitter beams.
I'll fully agree with you in regard's to Cannon's.
Torpedo Arc's being extended to 105 or 120 likely be a good option; not to mention likely improving their damage. There supposed to be one of the most superior weapons in a ship's arsenal; but reality is most raiders/escorts will take a sizeable DPS hit using them. Cruisers or Science Ships could likely benefit from them more; but given many are slower to turn they fire far less and damage is subpar.
But I think expanding a Cannon's Firing Arc anything beyond what it is currently is jut a bad idea. You already have Wide-Arc Dual Heavy Cannon's at 90° or Dual Heavy Cannon's at 45°. Beside a regular Cannon is already 180° and they are capable are far greater damage than beam's.
> Well I think expanding Torpedoe ARC is likely a good solution; sure raiders or escorts turn very fast, but most never use Torpedoes. Remember: Most builds will do far greater damage concentrating purely on Energy Weapon's where they also only need one TAC console to boost damage.
> annemarie30 wrote: »
>
> God, I hate to start sounding like an elitest troll, but the people who ware demanding expanded weapon arcs need to learn how to drive thier freaking ships. if the space whale you want to flyisn't turning then put a RCS console on it
>
>
>
>
> I'll fully agree with you in regard's to Cannon's.
>
> Torpedo Arc's being extended to 105 or 120 likely be a good option; not to mention likely improving their damage. There supposed to be one of the most superior weapons in a ship's arsenal; but reality is most raiders/escorts will take a sizeable DPS hit using them. Cruisers or Science Ships could likely benefit from them more; but given many are slower to turn they fire far less and damage is subpar.
>
> But I think expanding a Cannon's Firing Arc anything beyond what it is currently is jut a bad idea. You already have Wide-Arc Dual Heavy Cannon's at 90° or Dual Heavy Cannon's at 45°. Beside a regular Cannon is already 180° and they are capable are far greater damage than beam's.
And why not on a single cannon. Why not make it so they have a 200 deg arc and able to fire from both front and rear mounts? Still wouldn't use them on a cruiser, but on my lifetime destroyer I'd use them.
Be fun.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
Relative agility, mostly. Unless you either invest in turn rate (RCS consoles out the wazoo), or are using a small, light craft (Raider/Pilot ship/Escort), you're not gonna be able to consistently use cannons to hit anything. Damage is good, but the difficulty in lining up a shot is less than ideal