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Counter Cannons?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
From what I understand the Cannons are just condensed version of energy weapons. There doesn't seem to be a kinetic round of sorts. So my question is: Why doesn't counter beam skills work on cannons? Also, why do we not have an array of options to counter cannons? Right now there doesn't appear to be anything of note to reduce their effectiveness.

If anyone knows any different please let me know!:mad:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Do you mean something like Feedback Pulse?
    Feedback Pulse only works for beam weapons as the beam is constantly 'connected' to your ship (sorry i lack the scientific terms), the feedback pulse can travel from your target back up your beam to your ship. With a cannon shot there would be no way for the feedback pulse to travel back to your ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Most likely, FBP will work against any energy weapon (beams, cannons, turrets) soon:

    http://forums.startrekonline.com/showthread.php?t=142292
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I thought it did already.

    Or at least, it seems to work when NPCs have used it before.


    My escort is raining cannon fire down on them, with bright white pulses coming back at me the whole time, despite the fact I hit him with Jam Sensors before I opened fire.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Feedback pulse is a non-target item, so it doesn't matter that you jam their sensors. Since FBP targets self, anything that hits you - get's hit back. It's non-targetted goodness.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    From what I understand the Cannons are just condensed version of energy weapons. There doesn't seem to be a kinetic round of sorts. So my question is: Why doesn't counter beam skills work on cannons? Also, why do we not have an array of options to counter cannons? Right now there doesn't appear to be anything of note to reduce their effectiveness.

    If anyone knows any different please let me know!:mad:

    You do have something to counter cannons. Heal your self. Because you know that a ship with all cannons is going to run out of energy REALLY fast. (4 seconds with 5 cannons: 2 Dual Heavy, 1 Dual Cannon, and 2 turrets). Just last through that and you have about 5 seconds for my weapons to get up to a level to do any damage.

    Just called strategy. Sort of how an older cat just closes its eyes and takes the kitten flailing wildly at its face. Once the kitten gets tired its just going to swat it back to last Tuesday. :) Im hoping by season 2 most "I Win" buttons are gone. And there isnt a beam weapon counter. Unless you count battle cloak. But thats an "I Win" button. :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Desdecardo wrote: »
    You do have something to counter cannons. Heal your self. Because you know that a ship with all cannons is going to run out of energy REALLY fast.

    My science ship never runs out of energy, 2 cannons in front, 1 dual beam, 3 turrets in back, even with rapid fire and 100 in aux my weapon power never reaches 0.

    On that note my eng/cru never runs out either and it has 6 cannons (3 cannons front, 3 turrets back) between 2 eps and an ability to boost power there's never a reason to run out of power.
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