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Question about quad cannons

valkarie14valkarie14 Member Posts: 762 Arc User
Are they any good? I like the disruptor ones but cant transfer to my fed can you?
Post edited by valkarie14 on

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  • wilbor2wilbor2 Member Posts: 1,686 Arc User
    edited June 2013
    you have to have the sao polo defiant for them fed side and there phaser
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  • pyryckpyryck Member Posts: 6 Arc User
    edited June 2013
    KDF gets the disruptor quad cannon.

    Fed gets the phaser quad cannon.

    Rommies get to hunt any bunnies left over after Feds and KDF stomp all over them or shoot them with their quad cannons. :(
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2013
    valkarie14 wrote: »
    Are they any good? I like the disruptor ones but cant transfer to my fed can you?

    Depends on what you're after. For PVE, they're good, especially for as you level.

    For PVP, they're horrible.
    1. They have no other mods than Damage mods, which is the worst ones to get for any weapon. That means no extra Critical Severity, Critical Hit %, and most of all, no Accuracy mods. All those mods mean alot in PVP, and to have no Accuracy mods at all means noncompetitive hitting chances. If you can't hit what you're shooting at, what good are you?

    2. When firing, not only do they take Weapon Subsystem Power, they also take Engine Power. That means slower speed, slower maneuverability, which come down to lower extra defense bonuses due to movement. Which means you are easier to hit.

    TBH, if you take Quad Cannons into PVP, do not get surprised if you get laughed at. And quickly targetted, especially if you are an Escort using them.
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  • carrowcanarycarrowcanary Member Posts: 160 Arc User
    edited June 2013
    pyryck wrote: »
    Rommies get to hunt any bunnies left over after Feds and KDF stomp all over them or shoot them with their quad cannons. :(
    Rommies have access to up-to T4 allied ships, so they can buy either the Sao Paulo or the Ning'Tao (Norgh refit) to get their respective quad cannons. Even better for the KDF-aligned, the Ning's a T3, so it's cheaper to buy than the Sao Paulo.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited June 2013
    They are quite powerful and have a very fast velocity(the projectiles travel faster and thus deliver their damage faster - great for faster moving targets), but they have unusual fire cycles and draw engine power as well.

    On their own, they'll generally outdamage a DHC. However, when you take into account power fluctuation of firing multiple energy weapons at once, you're going to see more damage erosion after the initial volley with each weapon you add. For PvE, it really doesn't matter much(and I would say velocity is nice for all the ships that run emergency power to engines).

    I use the Quad Disruptors on my blaster-Bortas. It's a nice weapon for the fast movers, decloaking alpha strikes and when I'm focusing a single target(it's set up with alternating scatter volleys/functions more like a giant space-shotgun - quite fun against PvE swarms).
  • wufangchuwufangchu Member Posts: 778 Arc User
    edited June 2013
    pyryck wrote: »
    KDF gets the disruptor quad cannon.

    Fed gets the phaser quad cannon.

    Rommies get to hunt any bunnies left over after Feds and KDF stomp all over them or shoot them with their quad cannons. :(

    Bunnies?/ i wish. at least theyre good eating.. We get Epohs.. kinda like tribles with legs eyes and antenna.. ( and people say cryptic isnt trying to make us a bunch of bajorans.. HaH!! )..
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  • el1mel1m Member Posts: 63 Arc User
    edited June 2013

    2. When firing, not only do they take Weapon Subsystem Power, they also take Engine Power. That means slower speed, slower maneuverability, which come down to lower extra defense bonuses due to movement. Which means you are easier to hit.

    Incorrect Engine power has nothing to do with manoeuvrability, it does effect speed but that is a good thing in a way as the slower you are going the more manoeuvrable you will be but you have to be careful that you do not inadvertently drop yourself below 25% of your max thrust as then you suffer horrendous defensive penalties.

    Warmaker was right though they are great for PvE, I use them in Kerrat for my Rom and KDF. If you are going to use them though you have to get your accuracy boosts from elsewhere like traits for example!
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited June 2013
    el1m wrote: »
    Incorrect Engine power has nothing to do with manoeuvrability

    Errr, it does affect turn rate. Which affects defense.
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  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited June 2013
    Their advantage is that they're easily accessible, that they have 4 modifiers, which puts them in line with fleet weapons and that they have unique visuals and sound effects.

    Their big disadvantage is their engine power drain and the fact that those 4 modifiers are [dmg]
  • el1mel1m Member Posts: 63 Arc User
    edited June 2013
    Errr, it does affect turn rate. Which affects defense.

    Only in the fact that the faster you are going the harder it is to turn, so therefore Quad Cannons would make you more maneuverable. However the poster that I said was incorrect was insinuating that less engine power would have a negative effect on maneuverability which is not the case.
    It is Auxiliary power that indirectly effects how maneuverable you are.

    You are incorrect also, defence is effected by what speed you are travelling, the higher your speed the better your defence. It is only if you drop below 25% of your thrust that you suffer any real negative effects.
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    el1m wrote: »
    Only in the fact that the faster you are going the harder it is to turn, so therefore Quad Cannons would make you more maneuverable. However the poster that I said was incorrect was insinuating that less engine power would have a negative effect on maneuverability which is not the case.
    It is Auxiliary power that indirectly effects how maneuverable you are.

    You are incorrect also, defence is effected by what speed you are travelling, the higher your speed the better your defence. It is only if you drop below 25% of your thrust that you suffer any real negative effects.

    odd because when im in game, if I shunt everything to engines, my turn rate goes up, and that's manually, so im not inadvertently raising aux as well. try it.
  • el1mel1m Member Posts: 63 Arc User
    edited June 2013
    verline1 wrote: »
    odd because when im in game, if I shunt everything to engines, my turn rate goes up, and that's manually, so im not inadvertently raising aux as well. try it.

    Do you have a Warp core that adds a percentage of your engine power to Aux as bonus power?
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    el1m wrote: »
    Do you have a Warp core that adds a percentage of your engine power to Aux as bonus power?

    Nope shields to weapons
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edited June 2013
    DHC's have a higher burst damage unless this has been changed?
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    DHC's have a higher burst damage unless this has been changed?

    Dunno but I thought the quads were supposed to get even higher effect out of cannon boff skills.
  • qjuniorqjunior Member Posts: 2,023 Arc User
    edited June 2013
    Aux has nothing to do with maneuverability. Engine power affects turn rate and speed. Speed grants a defense bonus, merely having a good turn rate doesn't.
  • bosminervabosminerva Member Posts: 0 Arc User
    edited June 2013
    el1m wrote: »
    It is Auxiliary power that indirectly effects how maneuverable you are.

    Aux power used to directly affect turn rate. This was changed to Engine power extremely long ago.

    Minerva
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