Aux cannons now run exclusively on Aux power. Their damage is determined by it, they drain power from it, and they can only be taken offline by disabling it. Makes them great for anyone wanting to run a true sci ship, since you can simply ignore Weapons power (like escorts can ignore Aux) and max out Aux for excellent weapon DPS and maximum ability effectiveness.
They've been revised twice so far, so some of the confusion is because of that.
Current specs: Weapon power has no baring on the damage output, but will stop firing if Weapons Subsystem are disabled with a proc (like Phaser proc, or Tholian disruption torp). Weapon power pulled to zero by drains (like Polaron procs or Tykens Rift) will not have any effect, however.
First iteration of them could be stopped from firing if weapon power went to zero for any reason. Second iteration ignored the Weapons Subsystem entirely, including disables, but that was too nice to last.
My biggest problem with them was that I need aux turrets too or the rear slots are gimped. They need to think about how to address that.
yep, at best you lose 30 power from the rear turrets, which will translate to loads of dmg loss, even taking into account the better energy consumption (for me the dmg loss on turrets is around 1k DPS in a whole stf)
however if you think about it, it is a balance. if the sihp either had aux turrets, or had the weapon power to make use of turrets with aux cannons then it would be too overpowered on sci abilities.
owait! sci abilities are generally useless!!!111!!!
tbh with that in mind, getting phaser aux turrets would be balance enough, as we would lose the better procs from other weapons, also the fleet variants of those weapons (which is the bigger problem imo)
This might be a dumb question.... But can you use projectile weapons to mitigate the dps loss on the rear weapons, or do they also use weapon power?
Would anyone consider using three aux cannons from the vesta three pack on the same ship? Or are there drawbacks to that approach?
You can run torps or mines aft and they don't drain weapon power.
I run 3x Aux cannons on my current build. The drawbacks are less DPS than Advanced Fleet DHCs would give at full weapon power, and that Phaser proc isn't that great with 10 sec immunity. However, the advantage is that you can run full Aux and use your Sci abilities at full capability at any time, no need to shuffle power around or pop a battery.
This might be a dumb question.... But can you use projectile weapons to mitigate the dps loss on the rear weapons, or do they also use weapon power?
Would anyone consider using three aux cannons from the vesta three pack on the same ship? Or are there drawbacks to that approach?
the only good way to use an aux cannon is to pair it with two others (you can dismiss your ship, if you only bought one, and claim the cannons 3 times so you have a full set).
however it is severe dps loss. not only from the phaser proc vs disruptor (or anti proton, though former is better), but the gimped turrets too (at best I had 83 power to them while having full aux, without sacraficing much of my tanking and other abilities). full aux for me sounds just a lazy thing to do.
torpedos in the back with aux cannons is stupid. you would lose frontal dps, and a turret at low power would make up for the dmg, you lose while the torpedo is not facing the target. mines are another matter. I do not rly trust them, their dps is misleading, but with an aux cannon build they are probably the best choice to go with (but as they can be quite random, they will cause problems)
mines are another matter. I do not rly trust them, their dps is misleading, but with an aux cannon build they are probably the best choice to go with (but as they can be quite random, they will cause problems)
The thing with mines is that they are pointless without using dispersal patterns, but if you put a tactical guy in your universal slot then you're only half a science ship.
I am kinda in the same situation here. I run a Recon Explorer with 3 AUX DHCs front and 3 Phaser Turrets back. AUX power set to 100 for all my SCI magic.
DPS from the turrets is ... well I would do more DMG throwing tribbles at my enemy. I even tried some EPt-weapons cycle to gain a little more weapon power, not much improvement to that. Mines have a shared cooldown and a torp-launcher would mean to turn and lose the cannon- and deflector-DPS.
The only reason why I keep the turrets in the back is the phaser proc.
So Cryptic: please add some AUX phaser turrets, I would even pay some ZEN to get useful gear on my vesta. Make em like the AUX DHCs [ACC]x2 DMG!
Comments
Current specs: Weapon power has no baring on the damage output, but will stop firing if Weapons Subsystem are disabled with a proc (like Phaser proc, or Tholian disruption torp). Weapon power pulled to zero by drains (like Polaron procs or Tykens Rift) will not have any effect, however.
First iteration of them could be stopped from firing if weapon power went to zero for any reason. Second iteration ignored the Weapons Subsystem entirely, including disables, but that was too nice to last.
yep, at best you lose 30 power from the rear turrets, which will translate to loads of dmg loss, even taking into account the better energy consumption (for me the dmg loss on turrets is around 1k DPS in a whole stf)
however if you think about it, it is a balance. if the sihp either had aux turrets, or had the weapon power to make use of turrets with aux cannons then it would be too overpowered on sci abilities.
owait! sci abilities are generally useless!!!111!!!
tbh with that in mind, getting phaser aux turrets would be balance enough, as we would lose the better procs from other weapons, also the fleet variants of those weapons (which is the bigger problem imo)
10k DPS Vesta threads: 1; 2
Nope. Vesta only.
Would anyone consider using three aux cannons from the vesta three pack on the same ship? Or are there drawbacks to that approach?
You can run torps or mines aft and they don't drain weapon power.
I run 3x Aux cannons on my current build. The drawbacks are less DPS than Advanced Fleet DHCs would give at full weapon power, and that Phaser proc isn't that great with 10 sec immunity. However, the advantage is that you can run full Aux and use your Sci abilities at full capability at any time, no need to shuffle power around or pop a battery.
the only good way to use an aux cannon is to pair it with two others (you can dismiss your ship, if you only bought one, and claim the cannons 3 times so you have a full set).
however it is severe dps loss. not only from the phaser proc vs disruptor (or anti proton, though former is better), but the gimped turrets too (at best I had 83 power to them while having full aux, without sacraficing much of my tanking and other abilities). full aux for me sounds just a lazy thing to do.
torpedos in the back with aux cannons is stupid. you would lose frontal dps, and a turret at low power would make up for the dmg, you lose while the torpedo is not facing the target. mines are another matter. I do not rly trust them, their dps is misleading, but with an aux cannon build they are probably the best choice to go with (but as they can be quite random, they will cause problems)
10k DPS Vesta threads: 1; 2
The thing with mines is that they are pointless without using dispersal patterns, but if you put a tactical guy in your universal slot then you're only half a science ship.
DPS from the turrets is ... well I would do more DMG throwing tribbles at my enemy. I even tried some EPt-weapons cycle to gain a little more weapon power, not much improvement to that. Mines have a shared cooldown and a torp-launcher would mean to turn and lose the cannon- and deflector-DPS.
The only reason why I keep the turrets in the back is the phaser proc.
So Cryptic: please add some AUX phaser turrets, I would even pay some ZEN to get useful gear on my vesta. Make em like the AUX DHCs [ACC]x2 DMG!
regards
Talmai
It would essentially be endorsing the torps fore, turrets aft science build.