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Serious: Why use anything but Fire All Weapons?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm still fairly fresh, level 4 so my weapons are limited and space combat doesn't require anything but pushing Fire all weapons and managing my shields.

My question, what will occur to make me change my strategy? Why would anyone not want to fire all weapons when available?

My hopes are for space combat to become a chess match of sorts, is this an accurate aspiration?
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ksblair wrote: »
    I'm still fairly fresh, level 4 so my weapons are limited and space combat doesn't require anything but pushing Fire all weapons and managing my shields.

    My question, what will occur to make me change my strategy? Why would anyone not want to fire all weapons when available?

    My hopes are for space combat to become a chess match of sorts, is this an accurate aspiration?



    When you lvl up, you will see. You have bridge officer skills, choosing what officers to have what skills, and in what position you have to put them in.

    Then of course you can manage power, then you can choose different weapons on different ships (like putting wide arc guns on a slow turning ship)

    Lotsa stuff. Also using enviroment, running around roids stopping people shooting you, etc etc..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    the main thing will be when you start having lots of beams on your ship, just smacking fire all weapons will give big burst damage but overall DPS will suffer
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ksblair wrote: »
    I'm still fairly fresh, level 4 so my weapons are limited and space combat doesn't require anything but pushing Fire all weapons and managing my shields.

    My question, what will occur to make me change my strategy? Why would anyone not want to fire all weapons when available?

    My hopes are for space combat to become a chess match of sorts, is this an accurate aspiration?

    basically, on the tier 1 ship you have until level 11, energy is not an issue. You can fire everything all the time and weapon energy will always be at max. After level 11, this is not so. Firing 4 phasers at the same time will lower your energy level, which will make the next phaser do less and less damage. That's why you might not want to fire everything you have (although, to tell you the truth, I still do fire all at level 14 in my science ship, but I only have 2 beam weapons, a torpedo and mines, which don't use much energy)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    At Lt Cmdr I only equipped 2 beam weapons and it was fine to keep them on all the time. I just got Cmdr last night, but it was too late to go do any fighting. This thing has 4 beam weapons. I expect I will have to get an EPS flow regulator and/or not use all the beams.

    At the very least I can still only have 2 on auto fire and the rest I will have to hit space to fire so they wont always be on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dasorine wrote:
    the main thing will be when you start having lots of beams on your ship, just smacking fire all weapons will give big burst damage but overall DPS will suffer

    Just this. Your weapon power drops when you fire more than a couple of weapons, making continually firing a lot of beam weapons less effective. Depending on how you kit your ship out, you might want to save the alpha strikes for times when your weapon power is at full and a you have a worthy target.

    Also, torpedoes are best used against targets whose shields are down - it's often worth timing the shots with torps rather than mashing the "fire all" button every time the cooldown is up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dasorine wrote:
    the main thing will be when you start having lots of beams on your ship, just smacking fire all weapons will give big burst damage but overall DPS will suffer

    Thanks for all the responses guys, got lots of good info and this answer sums it up pretty much the way i was hoping ship combat would be :). I'm just too novice in my ship level to worry about strategy but I get things to look forward too.

    Thanks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Also, torpedoes are best used against targets whose shields are down - it's often worth timing the shots with torps rather than mashing the "fire all" button every time the cooldown is up.

    It's good to practise this at low level - a well-timed HY against an unshielded side will wreck their hull. But if you continually just mash "fire all weapons", when that key moment of your target's unshielded side being exposed to your torpedo tubes arrives, chances are they will be on cooldown - and opportunity to end the fight is lost.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Power management.

    Effective timing of which weapons to fire when based on shield status, BO abilities cool down, your ability cool down.

    Target Priority.

    Proximity of your ship, target ship, friendly ship to a core going critical.

    What class ship you play, and the weapons you equip.

    The play style you adopt/adapt to.

    Trying to think of other reasons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I just started using my tier 2 escort. I've tried 3 energy weapons up front and a turret at the back, and I never ran out of power. Why would I not continually mash the spacebar?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ksblair wrote: »
    Thanks for all the responses guys, got lots of good info and this answer sums it up pretty much the way i was hoping ship combat would be :). I'm just too novice in my ship level to worry about strategy but I get things to look forward too.

    Thanks.

    Don't forget to install a torp in the rear when you upgrade your ship. They work MUCH better than mines, and especially well when you are doing the circle dance with an enemy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Save the torpedoes .... When shield drop... launch them... could be a flawed strategy but we will see.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I say it doesnt hurt to fire off a torpedo against shields. They do SOME damage and help bring down the shields. Sometimes at the beginning of a fight I will even toss a High Yield in there against the shields since it knocks them about halfway down against most enemies. By the time I get any shields all the way down the High Yield will be available again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dasorine wrote:
    the main thing will be when you start having lots of beams on your ship, just smacking fire all weapons will give big burst damage but overall DPS will suffer


    It's not much of an issue, since you can prepare your ship to handle the energy drain.


    My Tier3 K'tinga Cruiser has 1 Torp, 4 Beam Arrays (Yes, I LOVE beams) and 1 Turret and I can spam all of them just fine without my energy dropping by more than 10.

    The Secret to that is: EPS Flow Consoles.
    Two of them are enough for this spam of mine (I believe each gives +1 power transfer rate, so they both are already more helpful then the engineer captain skill, which gives only +1,5).


    I can imagine that, at admiral level, it will be easily possible to have a cruiser equipped with 8 energy weapons firing non stop and still having his energy not drop (because the admiral EPS flow consoles give even more transfer rate and he has more console slots).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zakoriz wrote:
    I say it doesnt hurt to fire off a torpedo against shields. They do SOME damage and help bring down the shields. Sometimes at the beginning of a fight I will even toss a High Yield in there against the shields since it knocks them about halfway down against most enemies. By the time I get any shields all the way down the High Yield will be available again.

    Yes and no. Firing a torp against shields is better than not firing it at all, but sometimes if you wait just a second or two with the torp the beams will have taken the shield down, and the torp will have more effect than if you'd fired it straight away. That's even more important if you're using quantum torpedoes with their higher damage and longer cooldown.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    When engaging at max range, yes, fire all. By the time the torps hit your weapons should have the shields down in most cases. When close, hang onto them if the shields are up till you get a good volley going, then fire.

    But in an escort, I mapped 2 buttons on my mouse, one to fire all, and one to balance shields, it's more than effective.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    my connie has the phasers you start with, and a quantum, on big ships, I wll fire off my alpha with the tac officer ( at 10 k) continue to engage with the phasers with broadsids on his weakest shileds, hten pop of the quantum once i burn thru, against birds of prey and so on, one torp with shields down is usually enough.

    bigger targets take 2.........

    Red Shirt
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mines and torp are good for manual fire. Torps after shields go down, mines when close to an enemy, or fighters coming in. But beams are good for spam fire when you have enough energy. That is why I want autofre, for my energy weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It depends what you mean by energy weapons. Cannons specifically have very low power draw, meaning that you can more or less fire them on cooldown without really affecting the power levels of your ship at all. Turrets are similar, in that they don't consume much power either. Really only beams have significant power consumption. If you were, for example, to load 3 dual beam arrays on your Escort's fore banks, you'd be at zero power about 2 seconds after firing.

    But realistically, with the exception of torps, if you kit out your ships with proper weapons and consoles, you shouldn't have to worry very much about not firing your other weapons. I pretty much spam anything that's energy-based on cooldown without any trouble.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Has anyone noticed that when you use "fire all weapons" only one weapon actually fires and the others go on cooldown without firing?

    I noticed this when I have 3 heavy dual disruptor cannons or 3 photon torpedoes equiped on the front 3 weapon slots.

    It does not apear to be an energy issue as I set energy priority to weapons and it never drops below 80%.

    If I equip turrets instead, it appears to fire all the turret weapons corectly.

    Is this a bug?

    -Saavik
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Some of the reasons here are correct, namely draining your weaps power and aiming.

    I would like to add competency and professionalism.

    Map your primary fire keys: one to fire all beams and another to fire all torps, this will give you the best results. also do not map spacebar for either one of those duties, Cryptic might have picked one of the worst keys for firing.
    Ideally map your thumb keys on a mouse for these duties.

    The reasons in this post and others in this thread *should* end the moronic auto-fire debate (though I realize it is easier to type complaints than it is to build up skill, so the debate will rage on).

    Yours in professional Plasma,
    Star*Dagger
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ksblair wrote: »
    I'm still fairly fresh, level 4 so my weapons are limited and space combat doesn't require anything but pushing Fire all weapons and managing my shields.

    My question, what will occur to make me change my strategy? Why would anyone not want to fire all weapons when available?

    My hopes are for space combat to become a chess match of sorts, is this an accurate aspiration?

    Torps and mines are not good to fire all the time. Torps are not incredibly effective against shields (they are but not that good, they are much better against hull), and depending on when you throw out mines, they may not do anything at all.

    However, other weapons, like beams, turrets and cannons are good to fire all the time as long as you have plenty of energy. And that can happen depending on the loadout, or if you use EPS consoles.

    That is also why we ask for autofire on more than 1/1 weapons. Some loadouts (like escorts with multiple front cannons) can constantly fire without energy problems, and just tapping the space bar is stupid and shows no skill nor is it fun.

    Edit: Corrected torps to turrets
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Timing.

    no more, no less.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ksblair wrote: »
    I'm still fairly fresh, level 4 so my weapons are limited and space combat doesn't require anything but pushing Fire all weapons and managing my shields.

    My question, what will occur to make me change my strategy? Why would anyone not want to fire all weapons when available?

    My hopes are for space combat to become a chess match of sorts, is this an accurate aspiration?

    to much work!!!!!!!!!!!!!!!!!!!!!!!!1
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Has anyone noticed that when you use "fire all weapons" only one weapon actually fires and the others go on cooldown without firing?

    I noticed this when I have 3 heavy dual disruptor cannons or 3 photon torpedoes equiped on the front 3 weapon slots.

    It does not apear to be an energy issue as I set energy priority to weapons and it never drops below 80%.

    If I equip turrets instead, it appears to fire all the turret weapons corectly.

    Is this a bug?

    -Saavik
    There´s 2 Cooldowns afaik. One for firing a weapon type, the other for a specific weapon (i.e. No.1 Beam Array). So firing all forward weapons will start the weapon cooldown for Beam#1 and the global CD for all other front energy weapons. After the GCD is over firing all phasers will fire Beam#2, starting its cooldown and starting the GCD for Beam#1 (if weapon CD #1 has a shorter/no duration left)
    Hope this makes sense....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    In this case should the button not be labled "Fire one weapon" ?

    Seriously, why call it "Fire all weapons" if it fires only one weapon?

    Some cooldowns are short enough that it makes multiple weapon slots pointless.

    -Saavik
    Lile wrote: »
    There´s 2 Cooldowns afaik. One for firing a weapon type, the other for a specific weapon (i.e. No.1 Beam Array). So firing all forward weapons will start the weapon cooldown for Beam#1 and the global CD for all other front energy weapons. After the GCD is over firing all phasers will fire Beam#2, starting its cooldown and starting the GCD for Beam#1 (if weapon CD #1 has a shorter/no duration left)
    Hope this makes sense....
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