I did several posts when this came out about this. Devs said nothing.
DHC using CRF just fire more often.
WC using CRF fire more shots per pulse.
DHC 2 shots per pulse.
DHC with CRF still 2 shots per pulse.
WC 1 shot per pulse
WC with CRF 4 shots per pulse for 1/4th dmg.
End result is WC do the same dmg in CRF as a single normal shot but they fire at 1/4th the dmg. 2k reg shot, = crf firing 4x500 dmg shots which is pretty useless on a cannon with x4 dmg modifiers cause itll miss 75% of those against a player.
Take the wing cannons off atm they are useless, only way to make them work is to use this combo. Subspace jump + tractor beam + wing overload. Gives your about 50/50 chance to 1 shot a enemy player if fully tac buffed.
have to say he may be onto something, after that patch just after they released this ship it did seem alot more difficult then before to kill things even with the tact abilities. Shouldn't these things be doing more damage not less?!
They are not great, but the OP's numbers are totally wrong.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Could this be a log parsing issue? Are wing cannon damage number being properly logged and identified?
As a side note, the wing cannons have a huge 3-minute cool-down -- a major liability since they are so easily destroyed. They should have a 30-second respawn rate, just like all Carrier pets.
If we're talking about the Wing Cannon Platforms then I agree. They blow, literally.
If we're talking about the Wing Cannons themselves, it depends. You certainly get more steady DPS with an extra DHC but if you hit the overload right, it does massive spike damage as a nice Alpha or Finisher. I think it's more a matter of preference.
The OP wasn't parsing logs. But a recent patch did address an issue that was not tagging wing cannon PLATFORM damage properly. It's covered in a thread created by USSUltimatum awhile back.
As a side note, the wing cannons have a huge 3-minute cool-down -- a major liability since they are so easily destroyed. They should have a 30-second respawn rate, just like all Carrier pets.
Also to clarify, Wing Cannons are weapons you get that you can equip on the ship. They let the wing cannons fire.
Wing Cannon Platforms are the Engineering Version (the Charal) special console that let you create small cannon pets. These do a tinsy amount of damage and are not very sturdy so die easily.
But they look cool.
Just you know, keep em separated. They're very different things. And this thread isn't asking about the platforms.
Agreed i Tried an All Phaser load out with wing cannons and 4 Phaser Relays, and the andorian assault set did some trial runs noticed that Damage was not high, swapped out all the phasers, consoles and assault set put in my fleet heavy antiproton dual heavy cannons with Antiproton Mag Regulators... result? an absolutely devastating War Machine......and no its not a Glass Cannon not as an engineer with the complete Borg Assimilated space set.......
No one ever seems to mention the other function of the console sets which I find odd. That EM blast you can do will rip down shields insanely fast (especially for group play) on really shield tough targets like Donatra (Elite), the Borg Queen, and those Siege Dreadnaughts.
Players stand about 0 chance of keeping their shields up after a hit from those without RSP so if you send a torp volley just ahead it is bye-bye shields and bye-bye hull in rapid succession.
Anyone know what happens with Scatter Volley as opposed to CRF?
Also due to the drain on these beasts I do not think you REALLY want them firing more frequently.
Is it better to change to Antiproton Heavy Dual Cannons? Or stick to the Phaser Dual Heavys?
Also, I have a pair of Phaser Quad Cannons I got with the Tactical Escort Refit.
Skip the Quad Cannons, they're DCs except that they drain engine power as well, so decidedly weaker than DHCs. Phaser is a good damage type for PvP, it tends to TRIBBLE up your opponent's plans pretty effectively. It's not good for PvE though, just doesn't tend to make much difference to them (especially in ESTFs). Antiproton and Disruptor will both do more damage than Phaser, Disruptor is somewhat better, and will boost the entire team.
Skip the Quad Cannons, they're DCs except that they drain engine power as well, so decidedly weaker than DHCs. Phaser is a good damage type for PvP, it tends to TRIBBLE up your opponent's plans pretty effectively. It's not good for PvE though, just doesn't tend to make much difference to them (especially in ESTFs). Antiproton and Disruptor will both do more damage than Phaser, Disruptor is somewhat better, and will boost the entire team.
2 phaser Quad cannons?
My BS sense is tingling- you can only put one of these on your ship
And the Wing cannon platforms DO benefit from rapid fire though.
But if you're gonna give up on wing cannons, then you might give up on all 3 universal consoles, slap the 2 piece Obelisk set on it (the warp core and the AP beam), it gives you 10% more AP damage
And then add AP DHCs (man, I am still hoping for AP Quad cannons) and a mine launcher in the beack
That way you can give it one hell of a firepower without the demerits of wing cannons
Comments
Normal Firing:
2 Bolts - 5293 Dmg
Cannon RF:
8 Bolts - 1121 Dmg
o_O
DHC using CRF just fire more often.
WC using CRF fire more shots per pulse.
DHC 2 shots per pulse.
DHC with CRF still 2 shots per pulse.
WC 1 shot per pulse
WC with CRF 4 shots per pulse for 1/4th dmg.
End result is WC do the same dmg in CRF as a single normal shot but they fire at 1/4th the dmg. 2k reg shot, = crf firing 4x500 dmg shots which is pretty useless on a cannon with x4 dmg modifiers cause itll miss 75% of those against a player.
Take the wing cannons off atm they are useless, only way to make them work is to use this combo. Subspace jump + tractor beam + wing overload. Gives your about 50/50 chance to 1 shot a enemy player if fully tac buffed.
Even after the buff they are next to worthless. Best stick to normal DHC like I do....
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
For cannon-primary boats absolutely.
For less widespread builds on the other hand, a 5-6k base hit (that does full damage to shields) has some very interesting uses.
As a side note, the wing cannons have a huge 3-minute cool-down -- a major liability since they are so easily destroyed. They should have a 30-second respawn rate, just like all Carrier pets.
If we're talking about the Wing Cannons themselves, it depends. You certainly get more steady DPS with an extra DHC but if you hit the overload right, it does massive spike damage as a nice Alpha or Finisher. I think it's more a matter of preference.
Yeah, that is pretty much the only console worth using out of the set.
As you said though, if you are not wanting to do maximum dps, it is still a nice console to use
The OP wasn't parsing logs. But a recent patch did address an issue that was not tagging wing cannon PLATFORM damage properly. It's covered in a thread created by USSUltimatum awhile back.
Also to clarify, Wing Cannons are weapons you get that you can equip on the ship. They let the wing cannons fire.
Wing Cannon Platforms are the Engineering Version (the Charal) special console that let you create small cannon pets. These do a tinsy amount of damage and are not very sturdy so die easily.
But they look cool.
Just you know, keep em separated. They're very different things. And this thread isn't asking about the platforms.
http://www.stoacademy.com/tools/skillplanner/?build=warmachineversion25_0
Appear weak when you are strong, and strong when you are weak.
Players stand about 0 chance of keeping their shields up after a hit from those without RSP so if you send a torp volley just ahead it is bye-bye shields and bye-bye hull in rapid succession.
Anyone know what happens with Scatter Volley as opposed to CRF?
Also due to the drain on these beasts I do not think you REALLY want them firing more frequently.
4 x Phaser Dual Heavy Cannons Mk XI
1 x Quantum Torpedo Launcher Mk XI
Consoles: 4 x Phaser Relays Mk XI
I get a pretty good punch from these weapons.
I also tried using Tetryon Dual Heavy Cannons but then I decided to swap them for Phaser Dual Heavy Cannons.
Is it better to change to Antiproton Heavy Dual Cannons? Or stick to the Phaser Dual Heavys?
Also, I have a pair of Phaser Quad Cannons I got with the Tactical Escort Refit.
Would it be better to go for this setup.
3 x Phaser Dual Heavy Cannons Mk XI
1 x Phaser Quad Cannons
1 x Quantum Torpedo Launcher Mk XI
Thanks!
USS Crimson Sunrise / USS Midian Breach
Skip the Quad Cannons, they're DCs except that they drain engine power as well, so decidedly weaker than DHCs. Phaser is a good damage type for PvP, it tends to TRIBBLE up your opponent's plans pretty effectively. It's not good for PvE though, just doesn't tend to make much difference to them (especially in ESTFs). Antiproton and Disruptor will both do more damage than Phaser, Disruptor is somewhat better, and will boost the entire team.
2 phaser Quad cannons?
My BS sense is tingling- you can only put one of these on your ship
And the Wing cannon platforms DO benefit from rapid fire though.
But if you're gonna give up on wing cannons, then you might give up on all 3 universal consoles, slap the 2 piece Obelisk set on it (the warp core and the AP beam), it gives you 10% more AP damage
And then add AP DHCs (man, I am still hoping for AP Quad cannons) and a mine launcher in the beack
That way you can give it one hell of a firepower without the demerits of wing cannons
They are, however, TRIBBLE. Throw them away and just pretend they don't exist.