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250° Cannons, Broadside cannons or "Cannon Beams"?

willamsheridanwillamsheridan Member Posts: 1,189 Arc User
I usually fly Cruisers so i don`t use Cannons except on a few ships.

But i like the cannon animation and would love to see it for other weapons inspired by other Sci fi shows like SW, BSG and B5 where they all use turrets.

Of course this is Star Trek not Star Wars but the Vaadwaur beams were already great.

Is there a chance that we will get more Beam Arrays (AP, Phaser, Disruptor...) that fire pulses instead of beams? They would have normal Beam Array DPS and not the higher Cannon or lower Turret DPS of course
Post edited by willamsheridan on
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  • agentdunnagentdunn Member Posts: 0 Arc User
    edited May 2015
    I whole-heartedly support this, i can almost hear my captain on the bridge as we slide up to a borg cube
    "PREPARE TO BROADSIDE" before unleashing a volley of pulsed beam attacks like an old naval vessel in the days of pirates
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited May 2015
    agentdunn wrote: »
    I whole-heartedly support this, i can almost hear my captain on the bridge as we slide up to a borg cube
    "PREPARE TO BROADSIDE" before unleashing a volley of pulsed beam attacks like an old naval vessel in the days of pirates

    Vaadwaur Polaron!

    I like the unique FX they designed for Vaadwaur and Elachi weapons... Hope to see more in the future!
  • agentdunnagentdunn Member Posts: 0 Arc User
    edited May 2015
    But what if we don't want polaron?
    Maybe a pulsed version of all the vanilla energy types for those who like to match ship to weapon type
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited May 2015
    I could see it as a new R&D crafting option at 10 or 15 Beam R&D: Pulsed Arrays.

    Being high-level crafted weapons, they are meant to sort of bridge the gap between Reputation/Lockbox weapons and "vanilla" weapons by providing a bit more base damage (thus sitting between DBBs and BAs in terms of damage, but retains the firing arc of the BAs), or a built-in Crit Chance bonus (similar to AP, but with an always-on +2.5% or +5% Crit Chance), or both. Pulsed DBBs would also be available to craft.

    Of course, to balance this, how about cannon users also get a similar reverse equivalent? Instead of short pulses of energy, how about slightly longer pulses (bursts of energy "lances" if you will) that reduce the damage falloff at range but trades it for slightly less damage (under 5km compared to equivalent cannons)? They would still do greater damage within 5km than Pulsed BA/DBBs at 5km or less, but have better damage rates past 5km. Basically, bring them a bit closer to BA/DBBs in terms of meta viability without literally becoming cannon-based DBB/BA equivalents. While at it, allow all single cannons to be mounted on the aft section; if only to allow for a bit more than a peashooter (turret).
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  • finndalifinndali Member Posts: 9 Arc User
    edited May 2015
    Sooooo YES to that.

    I actually equipped the Samsar with a set of cannons to check for the visuals, that thing is basically made for broadside volleys.

    Led to a huge disappointment when i discovered all fire coming from the "chin" instead of the weapon ports... :(
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    edited May 2015
    Pulsed arrays? Oh gee let's TRIBBLE on cannons even HARDER.

    Sorry against pulsed arrays. Would like to see single cannons get an increased traverse and the ability to mount them in rear slots.

    200 deg traverse and rear slots for single cannons. Now if you want to monkey with cannons to make that effect, by all means.

    But please no more taking big huge dumps on cannons already.
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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited May 2015
    Cannon would make a decent option if they turned single cannons into 200+ arc weapons and allowed them to be mounted aft (if they can't be, I dont even know!).

    I had a mean turret boat at one point. If you use a damage themed ship as your base ship, 8 turrets at point blank range can still get you serious damage... I used the nicor for it for a while, with AP turrets ... a bit power hungry but very solid.

    Better, we need some specialty 360 arc aft single cannons that compare to the 360 crafted beams. That would do a lot for traditional cannon ships.
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited May 2015
    I'd just lift restrictions and have every weapon allowed on every slot for every ship.

    So a cannon can go on a front slot, a back slot or either on a cruiser. The only change being that on a cruiser the arc points to the left/right rather than front/back. To make it even fancier perhaps fiddle with the numbers a bit so every cannon on a cruiser has a longer cycle time and hits just a little harder as well so you can fire off impressive broadsides rather than just spew everywhere.
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited May 2015
    agentdunn wrote: »
    But what if we don't want polaron?
    Maybe a pulsed version of all the vanilla energy types for those who like to match ship to weapon type

    As i said in my OP: "Beam Arrays (AP, Phaser, Disruptor...)"

    We got Polaron now we need AP since its the most Common weapon, Plasma for Romulans, Disruptor for Klingons, Phaser for Feds


    talonxv wrote: »
    Pulsed arrays? Oh gee let's TRIBBLE on cannons even HARDER.

    Sorry against pulsed arrays. Would like to see single cannons get an increased traverse and the ability to mount them in rear slots.

    200 deg traverse and rear slots for single cannons. Now if you want to monkey with cannons to make that effect, by all means.

    But please no more taking big huge dumps on cannons already.


    THere were posts about broadside weapons a while ago so don't know what happened to that idea.

    I admit my Topic title is kinda misleading since my interest is only in Beams that look like pulsed turrets/cannons

    I am not talking about Dualcannons that have the same firing arc as Beams, that would be way OP on cruisers. And also it wouldn`t look neally as cool as the Vaadwaur polarons. Single cannons would work, more dps than turrets, less than DHC


    If anyone remembers the Game Star Trek :Legacy there Klingons and Feds were firing beams and Romulans had pulsed Beams. The only difference was the look of the Weapons. And thats exactly what i am looking for.
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited May 2015
    If anyone remembers the Game Star Trek :Legacy there Klingons and Feds were firing beams and Romulans had pulsed Beams. The only difference was the look of the Weapons. And thats exactly what i am looking for.
    The problem though is that Cryptic will rarely ever do such a visual change unless it was tied to something.

    The Intrepid Interiors? Tied to all the work they did on it as part of the missions (though why they refuse to do the same for the Tal Shiar interior and Scimitar interior is is hilarious an excuse at best).

    The Galaxy and Negh visual overhaul? Not done until they actually did do work on the ships themselves and sold it.

    That is why the best chance of seeing more of the pulsed weapon styles is via R&D (besides Lockbox/Rep). Since the options available in R&D have been rather limited and admittedly, getting stale (and Vanilla weapons really do need some love). Of course, making it a mere visual thing wouldn't entice enough players into committing into their still flawed R&D system; so tying them to something a bit better would.

    Hence why I suggested a new sub-class of weapons. Sure it might take a TRIBBLE on cannons, but that's why I also tried suggesting something for the cannon users. Though I do agree with the poster below mine that such theoretical cannons should just gain the arcs of beam weapons in trade off for slightly less damage. Except Turrets; which would get a straight damage buff, and instead of being a peashooter, at least be a BB shooter.
  • demonicaestheticdemonicaesthetic Member Posts: 3 Arc User
    edited May 2015
    Classic Thread...

    Beam BFAW cruiser spam is already overpowered so, lets steal the visuals from cannons, and make crafted 'Pulse Beam' BFAW cruiser spam that does even MORE damage and looks like cannon fire!

    Oh, suppose we better throw the cannon boat pilots a bone, 20 degree more firing arc on single cannons, which cruisers can use, nothing on the others that cruisers can't. Oh and open slotting so cruisers can put the wide arc single cannons on the back...

    /classic thread

    :rolleyes:
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  • rezkingrezking Member Posts: 1,109 Arc User
    edited May 2015
    talonxv wrote: »
    Pulsed arrays? Oh gee let's TRIBBLE on cannons even HARDER.

    Sorry against pulsed arrays. Would like to see single cannons get an increased traverse and the ability to mount them in rear slots.

    200 deg traverse and rear slots for single cannons. Now if you want to monkey with cannons to make that effect, by all means.

    But please no more taking big huge dumps on cannons already.

    I'd like to see Single Cannons get an inherent [Pen]x2 mod and regular DC's get a synergy bonus, maybe a power cost reduction on 4 linked (equipped) DC's.
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  • astro2244astro2244 Member Posts: 623 Arc User
    edited May 2015
    I usually fly Cruisers so i don`t use Cannons except on a few ships.

    But i like the cannon animation and would love to see it for other weapons inspired by other Sci fi shows like SW, BSG and B5 where they all use turrets.

    Of course this is Star Trek not Star Wars but the Vaadwaur beams were already great.

    Is there a chance that we will get more Beam Arrays (AP, Phaser, Disruptor...) that fire pulses instead of beams? They would have normal Beam Array DPS and not the higher Cannon or lower Turret DPS of course

    I'd love to get broadside beams. The devs once talked of a broadsiding Vulcan cruiser but they never got around to it.
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    [/SIGPIC]
  • lianthelialianthelia Member Posts: 7,882 Arc User
    edited May 2015
    I could see it as a new R&D crafting option at 10 or 15 Beam R&D: Pulsed Arrays.

    Being high-level crafted weapons, they are meant to sort of bridge the gap between Reputation/Lockbox weapons and "vanilla" weapons by providing a bit more base damage (thus sitting between DBBs and BAs in terms of damage, but retains the firing arc of the BAs), or a built-in Crit Chance bonus (similar to AP, but with an always-on +2.5% or +5% Crit Chance), or both. Pulsed DBBs would also be available to craft.

    Of course, to balance this, how about cannon users also get a similar reverse equivalent? Instead of short pulses of energy, how about slightly longer pulses (bursts of energy "lances" if you will) that reduce the damage falloff at range but trades it for slightly less damage (under 5km compared to equivalent cannons)? They would still do greater damage within 5km than Pulsed BA/DBBs at 5km or less, but have better damage rates past 5km. Basically, bring them a bit closer to BA/DBBs in terms of meta viability without literally becoming cannon-based DBB/BA equivalents. While at it, allow all single cannons to be mounted on the aft section; if only to allow for a bit more than a peashooter (turret).

    So beams are already the strongest weapon in the game so let make something even stronger and in return lets make cannons weaker! Sounds like a great idea to me! :rolleyes:
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  • litchy74litchy74 Member Posts: 417 Arc User
    edited May 2015
    Jesus so many reply to this thread with just a criticism, if you don't like, suggest another option......

    Anyway here's my take, ALL cannon weapons should fire at rapid fire 1, cruisers should get a innate bonus of reduced range drop off to match beams, call it a technobabble of larger power reserves or sum such. The less than 5 km damage should be increased.
    Rapid fire should be replaced with a cannon overload, I think you can guess what this does, turns one cannon cycle into a single high powered blob for want of a better word.

    Beams should get a pulsed version, but it has a lower base damage than cannons but larger than arrays and a similar range penalties as to cannons.

    Would love to see Reliant style phasers in game....
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited May 2015
    What cannon lovers need, is a freaking 360* Omni DHC.

    Nuff said.
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  • johnnymo1johnnymo1 Member Posts: 697 Arc User
    edited May 2015
    I would love to see the pulsing effect like in star trek 2
  • abaddon653abaddon653 Member Posts: 1,144 Arc User
    edited May 2015
    I'm the kind of guy who only likes beams if they are a single, massive, overly charged beam mounted in the front of a ship. The kind of beam that can rip a ship to shreds with one shot if it is hit, to me that is the only kind of beam a ship needs. Beyond that cannons, cannons, cannons. My problem is that some of my favorite ships are large, slow turning cruisers, battleships and dreadnoughts, so cannons are not that viable.

    I would KISS everyone at Cryptic if they increased the arc of single cannons to 250 and switched their fire points to the beam arrays slots, you know to give them more staggered fire...maybe that's why they don't do it...k I take it back, if they DON'T do it I'll come down there and kiss everyone of them.

    Anyway for me the Vaadwaur emitter arrays where a God-sent. While beams they give me the feeling of being actual cannons. Which I like. So yeah if they increased the single cannons to a greater arc and let us mount them in the rear I would be ecstatic.

    One other thing I would like to see and this relates the the first part of my comment, is a super heavy, forward arc beam cannon, with only a 45 degree arc. I mean we have the 360 degree beam array, lets have a super heavy beam for our front arc.
  • induperatorinduperator Member Posts: 806 Arc User
    edited May 2015
    Classic Thread...

    Beam BFAW cruiser spam is already overpowered so, lets steal the visuals from cannons, and make crafted 'Pulse Beam' BFAW cruiser spam that does even MORE damage and looks like cannon fire!

    Oh, suppose we better throw the cannon boat pilots a bone, 20 degree more firing arc on single cannons, which cruisers can use, nothing on the others that cruisers can't. Oh and open slotting so cruisers can put the wide arc single cannons on the back...

    /classic thread

    :rolleyes:

    How does having a Cannon visuals on Beams increase their damage? You're just twisting what the OP said to make it seem ridiculous, the OP even said "They would have normal Beam Array DPS and not the higher Cannon or lower Turret DPS of course" Do you not know how to read?

    It's funny how cannon lovers are crying out now they they're getting the short end of the stick, I seem to remember a time in Escorts online where everything was about duck taping Dual Heavy Cannons to the hull and the only way to get Ultra DPS was Cannon rapid fire and beams did little more than tickle the enemy to death and that was fine, it's pretty obvious that people don't want balance at all they just want their cannons to Vape everything.

    Considering that Beams were the main weapons used in the series people seem to be pretty biased towards canons which makes no sense to me.

    I'm sure eventually BFAW will be nerfed and once again the game will return to the dark days of Escorts online, regardless of which I will still be using beams and I will keep the Dual Heavy cannons on the Defiant where they belong.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited May 2015
    They should remove Cannon/Beam weapons classification and make them all "energy space weapons". Cannon or Beam FX should be players choice.
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  • questeriusquesterius Member Posts: 8,481 Arc User
    edited May 2015
    So you saying cannons are weak compare to duel beams.. I was always wondering that..

    If so should i keep using duel beam banks on my escorts and beams on back:cool:

    Beam-scort is the current standard. That should say enough.
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  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited May 2015
    I'd settle for Single Cannons being aft-equippable at this point.


    Ideally, I would have rather had weapon arcs dependent on the weapon hardpoints on the ships themselves; being able to fit beam or cannon emitters to them while having the same relative arcs. That way, we could have ships with overlapping forward arcs while also having better side coverage and/or lacking aft coverage, etc. T6 ships really could have broken the mold in this regard without having disrupted the previous status quo.
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited May 2015
    Or, you know, they could just increase the damage of turrets and/or decrease their power usage, but only on Cruisers and Science Vessels.

    A "Turret Boat" build has been tried many times, and they kinda, sorta work, but due to the "firing cycle" and "power cycle" mechanics, they just can't reach the level of BA's and DHC's, which in all fairness, they should be able to.

    I still think fondly of that scene in JJTrek, right near the end, where Enterprise comes bursting into frame with dozens of phaser "bullets" taking out the missiles.

    That would look so cool on a cruiser ... Power sliding an Oddy with 8 banks of turrets spewing a withering barrage of phaser fire at enemies <sigh>
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  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited May 2015
    I really wish they would make single cannons worth mounting again. 180' doesnt give them much in supporting a broadside, and dont really do enough damage to get people off of beams.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited May 2015
    I really wish they would make single cannons worth mounting again. 180' doesnt give them much in supporting a broadside, and dont really do enough damage to get people off of beams.

    Just a thought, since noone seems to be able to answer this, maybe i'm on the wrong track.
    Maybe Kemocite laced weaponry could help, since it it's described to apply on hit. Maybe i got that wrong but for me it seems that a fast shooting weapons gets the most bang for the buck with it. (which would make single cannons really great imo)
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    A tale of two Picards
    (also applies to Star Trek in general)
  • lianthelialianthelia Member Posts: 7,882 Arc User
    edited May 2015
    yreodred wrote: »
    Just a thought, since noone seems to be able to answer this, maybe i'm on the wrong track.
    Maybe Kemocite laced weaponry could help, since it it's described to apply on hit. Maybe i got that wrong but for me it seems that a fast shooting weapons gets the most bang for the buck with it. (which would make single cannons really great imo)

    It depends...I imagine it's something that would have to be tested...because something like the Tachyon glider are completely on hit...and some things like weapon procs have been specifically modded so they have a equal chance to proc as DC's (Which is one of several reasons DHC's are better...which this is a dome change they made).
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