Conditions:
Mission: ISE
Distance: 5km (I usually fight at 2km, but I was trying to keep the pets alive as long as possible)
Wing Cannon Platform Pets uptime: estimated 80% of the mission
Layout:
4xDHC, 1 Wing Cannon
1 Turret, 1 Kinetic Cutting Beam
Offensive powers: (Tac Captain) + TT 1x2, CRFx2, APBx2, APO
Results
1 Turret with CRF 2 & APB on near permanent cycle output
347,497 damage
Wing Cannon Platform pets with 80% uptime (time spent alive) achieved 26,382 damage. Pets also benefit from APBx2 cycling.
The Wing Cannon Platform pets put out less than 1/13th of the overall damage of a single Turret. Or, 7.6% the damage output of a single turret.
Other considerations:
I had to maintain suboptimal distance for firing to keep the pets alive, thus reducing the overall DPS of all other weapons.
The pets are still extremely fragile on an STF, nearly any kind of AoE damage kills them.
Conclusion: I can't recommend anyone use this console for anything other than aesthetic appeal. The old [BORG] proc on weapons actually added more DPS than these do.
Additional data
here
Comments
It melts shields.
This takes up a full console slot, for anyone saying its WAI - would you slot it under any circumstances considering they die if you TRIBBLE on them and when they are alive they do 1/13th of a turret?
If the answer is no, then it's not working.
I doubt few have the tiniest shred of honesty to actually answer that though.
Yeah the 3 piece bonus which benefits only the wing cannon platform which does absolutely nothing.
Good idea there.
I question most poster's ability to comprehend basic mechanics.
Consoles 1 & 2 = Tachyon & Dispersal Array & bonus= +10 ACC
Console 3 = Wing Platform pets (pointless) & bonus = pointless buff to pointless pets that die instantly and do no real damage even with the 3 piece bonus.
Here's a clue for all of you, the JHAS is still the best Escort in the game for PvP without 5 fore DHCs and without fancy consoles.
The attacks from the Wing Cannon Platforms use the exact same display names as attacks from your own ship's Wing Cannons, so it looks like they're being listed under the same entries (with the exception of the bottom entry, which is listed separately because the Platform is using CRF 1 while you use CRF2 or CRF3).
For example, any data under "Kumari Phaser Wing Cannons: Overload" probably contains your data for both yourself and your Wing Cannons. The same would be true for just the "Kumari Phaser Wing Cannons" entry.
I'm going to look at changing the display names of the attacks from the Platforms so you can more clearly see how much they're contributing.
What makes you the be all and ebd all of comprehension oh lord
Everything has to be balanced to a point yeah it's a console and yeah it's maybe isn't up there with some others
The ship is a powerhouse and all anyone seems to do is complain about it, it's a beautiful thing with masses of firepower, yeah the consoles aren't an I win button maybe that's the problem huh?
Of course the JHAS is better and it damn well should be considering what it takes to get hold of
Well that's interesting.
Ok, on my end I will try a set of tests that are better controlled so the pets won't die (which means I can't use SB 234) and get some combat logs for a few minutes with, and a few minutes without the pets.
I don't think that's a realistic application of the pets, but at the least it will give players a base value of what the pets could do under optimal conditions.
So if we average it it ends up as such:
1.5k x2 (3k)/3.75 (rate of fire of pets) = .8k or 800 dps.
unbuffed my turret does ~ 700 dps.
You may say that it's not a fair assessment because you can buff your turret, which is true, but APB (not used in this test) also buffs the pets, not to mention they also benefit from overloads and rapid fire, both which boost their damage as well...
They're not amazing damage, but I have NO problems keeping them up and alive for an entire stf, and they're adding the damage of an extra turret in my case, making them extremely valuable.
Archon,
Much appreciated. Any chance you could add in a few printf's to put passive shield/hull regen numbers in the combat log as well? Pipe dream, I know. :rolleyes:
Yes, I'll be providing logs to show the difference.
I actually did my original tests against SB 234 solo, the pets die in about 10s due to torpedo spreads.
If they can't survive in these conditions then I don't really have a use for them in a console slot, there are too many good consoles that compete for space to even consider a pet with 6k hull and a 180s cooldown.
Depends. I have nothing against them being situational, or usable only when there's not too much aoe. I found they can survive 1 or even 2 spreads, and I did 3 different estfs where I had them out the entire time. They do not draw agro at all, and as long as you arent the agro target they don't get hit. In addition, the cooldown begins when launched and not when they deactivate allowing you at times to simply relaunch them as it's already been 3 minutes since they were launched first.
You have to expect them to have a downside, and being not as good in fights with loads of aoe seems to be a good drawback to them.
I hate to, but I agree with this. What did you guys REALLY expect from the WCP's? If they wanted to toss us a bone they'd goose the HP's and shield another 25%, which would increase their utility. Also, for the sake of honesty, and good customer relations, the Devs should release their damage numbers and plainly state it in the tooltip.
They died on STFs as well.
I don't play like other people play, I don't sit out 5k pew pewing in safety.
I get point blank for maximum damage, I almost always have aggro unless I'm grouped with players with threat control that know what they are doing (rare) - I personally don't have threat control.
If you are pumping out the kind of DPS a 5 DHC escort pumps out, it's very rare that you do not draw aggro.
Situational is good if the payoff is big, when it costs an entire console slot.
The Tachyon and Phaser Dispersal consoles are situational, but they have nice effects when you use them and they grant a 10% ACC slotted together.
That makes them situational, and competitive with other items (now in their current form).
People saying not to test at SB 234, or that they will die in ESTFs, and die within seconds in PvP - if they are unusable in these places then they are just cosmetic.
I'm glad people like them in some normal patrol mission or something, I personally need every console slot to be of high value. You only get 10 afterall.
What I thought would have been better was one of the following ideas (likely impossible to change now, but it's fun to shoot out ideas):
Option 1) The pets stay as is, but they get a sizeable hull/shield increase.
Option 2) The pets console becomes a hangar pet that only the Kumari classes can use and the kumari gets a hangar but it can only get wing cannon pets. They keep current hull/shield values but they are on a 60s cooldown.
Option 3) Same as 2, except they remain a console.
Option 4) (My preferred) The Wing cannon pets are untargettable and can not be destroyed, however they only last 30s and have a fixed DPS increase based on whatever the devs were shooting for.
Condition: Arena vs 1 stationary target, that does not fire back.
Distance: 5km
Target: Engineer in Odyssey, cycled EPTS 1 & 3 & TT
Powers cycled: CRF 2 & 3 only
Firing time = 2 minutes
Test 1 without WCPs
Total damage = 359,595
Parsed DPS =2,994
Test 2 with WCPs
Total damage = 386, 694
Parsed DPS = 3,293
Total Damage difference = 27,099 (approx +7.5% increase)
Total DPS difference = 299 (approx 10% increase)
It seems like a decent number 10% DPS is nothing to sneeze at, but here are the major cons:
> They die too easy.
> I was not cycling APA, GDF. This would have shown the DHCs/Turrets to pull far, far ahead.
> The cost opportunity is still too high (imo) to use these on content where you'd actually really need more DPS.
I still can't recommend slotting these to anyone.
For the record the 2 turrets I slotted this time did a total of 59,679, so technically the Wing Cannons still do less than 1 turret - but its closer than I originally gave them credit for due to not having them separated in the combatlog properly.
Can I trade in the Wing Cannon pets for a 3rd rear turret? :P
I've edited the thread title to be more accurate.
Thanks to Archoncryptic for the input and reading.
I also have good reason to believe that Beam Arrays are also quite a bit less at inflicting damage than Turrets across a spectrum of situations.
Given the five forward hardpoints plus the wing cannons already on the Kumari, the wing turrets are really rather like icing on top of the cake.
Or change them from damage pets to a debuff pets instead - energy siphon or anythign similar.
meh the andorians.. why phasers...why -_-
That's a silly question right there. The console may need a rethink, but for them to be useless is not acceptable.
Even less relevant than your "question."
Flavorless, odorless icing? Yum-my!!!
Apparently so serious an issue that you just couldn't help but post in the thread.
I'm glad you found some interest in it.
My fighters are fairly suicidal, since they get launched by me right into the crossfire, fire off their HY torps, and then get blown up by their own torps or my Hyper-Plasmas.
They still survive longer than against SB234, which likes to repeatedly torp spread.
That said, I wonder how the DPS compares to other "weapon" consoles, like the point defense cannons or torpedoes.
Feel free to test the Wing Cannon pets yourself on ESTFs and post actual combat parsed logs here.
That goes to you, and anyone else who feels like armchair doubting the points I've brought up.