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Kumari's Wing Cannon sucks

avengerkid1993avengerkid1993 Member Posts: 323 Arc User
edited November 2013 in Federation Discussion
Have you seen the Kumari's Wing Cannon ?
Yeah, they look very good, but they sucks.

When you use the Cannon RF Ability, normal cannons and turrets increase their dmg, but kumari's cannon don't.

4 Phaser Relay
125% Weapon Power Level

DUAL HEAVY CANNONS: 1952 Phaser Damage
KUMARI'S CANNON: 5293 Phaser Damage

oooooh, looks great


BUT:

4 Phaser Relay
125% Weapon Power Level
Cannon RF III

DUAL HEAVY CANNON: 2536 Phaser Damege
KUMARI'S CANNON: 1121 Phaser Damege

WHAAAAAT ?
WTF is it ?
Post edited by avengerkid1993 on

Comments

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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    Is that your tooltip or your combat log telling you that?
    [SIGPIC][/SIGPIC]
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    stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    He's looking at tooltips. What he's neglecting to mention is that the wing cannons fire much faster with CRF/CSV active.
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    avengerkid1993avengerkid1993 Member Posts: 323 Arc User
    edited March 2013
    Yes, but:

    Normal Firing:
    2 Bolts - 5293 Dmg

    Cannon RF:
    8 Bolts - 1121 Dmg

    o_O
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    jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited March 2013
    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.
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    the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited March 2013
    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?!
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    sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited March 2013
    I dumped the wing cannons and consoles soon after buying the set.

    Even after the buff they are next to worthless. Best stick to normal DHC like I do....
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





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    naeviusnaevius Member Posts: 0 Arc User
    edited March 2013
    They are not great, but the OP's numbers are totally wrong.
    _________________________________________________
    [Kluless][Kold][Steel Heels][Snagtooth]
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    [D'Mented][D'Licious]
    Joined October 2009. READ BEFORE POSTING
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    stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    sunfrancks wrote: »
    I dumped the wing cannons and consoles soon after buying the set.

    Even after the buff they are next to worthless. Best stick to normal DHC like I do....

    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.
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    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.
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    doomiciledoomicile Member Posts: 3 Arc User
    edited March 2013
    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.
    [SIGPIC][/SIGPIC]
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    sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited March 2013
    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.

    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 :D
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    shar487a wrote: »
    Could this be a log parsing issue?

    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.
    [SIGPIC][/SIGPIC]
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    mojobapmojobap Member Posts: 0 Arc User
    edited June 2013
    Have you seen the Kumari's Wing Cannon ?
    Yeah, they look very good, but they sucks.

    When you use the Cannon RF Ability, normal cannons and turrets increase their dmg, but kumari's cannon don't.

    4 Phaser Relay
    125% Weapon Power Level

    DUAL HEAVY CANNONS: 1952 Phaser Damage
    KUMARI'S CANNON: 5293 Phaser Damage

    oooooh, looks great


    BUT:

    4 Phaser Relay
    125% Weapon Power Level
    Cannon RF III

    DUAL HEAVY CANNON: 2536 Phaser Damege
    KUMARI'S CANNON: 1121 Phaser Damege

    WHAAAAAT ?
    WTF is it ?
    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.......

    http://www.stoacademy.com/tools/skillplanner/?build=warmachineversion25_0
    *****************************

    “Appear weak when you are strong, and strong when you are weak.”
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    hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited June 2013
    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.
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    samb0wskisamb0wski Member Posts: 39 Arc User
    edited June 2013
    Just out of curiosity. I fly a Kumari class as well. Right now I've equipped it with

    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!
    13th Autonomous Battle Group
    USS Crimson Sunrise / USS Midian Breach
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    jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    samb0wski wrote: »
    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.
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    yeswecantyeswecant Member Posts: 74 Arc User
    edited November 2013
    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
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited November 2013
    yeswecant wrote: »
    2 phaser Quad cannons?
    My BS sense is tingling- you can only put one of these on your ship
    Nothing prevents you from HAVING two, but, as his subsequent lineup showed, you can only put on one the ship.

    They are, however, TRIBBLE. Throw them away and just pretend they don't exist.
    [SIGPIC][/SIGPIC]
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