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Beams vs cannons vs torps

Unfortunately if you want to make a high damage build, your options are limited.

admintedly I do not have great experience with torpedo builds, but I do less than half the damage as I would in a dual beam bank ship.
Same holds true for cannons - my damage output with cannons is significantly lower than beams or beam Banks.

Now one could argue that beams are better for DPS and cannons are better for burst damage. Best way to test that is PvP. Enemy players heal faster than NPCs. So burst damage is better to kill off enemies. And even here, cannons are nowhere near a beam bank ship as surgical strikes deals more damage than rapid fire/ scatter volley.

I still have a few cannon builds and one Torpedo build for fun and missions. But I find that this Highlights one Problem of this game: you don't have the choice, you have to know which skills / weapons work best.

essentially there is a ranking in most parts of this games:
Beams over cannons over Torpedos
Intel over Command over Pilot
fire at will over beam overload
aux2bat over photonic officer

a bit more balance would give players more options. As it is now, some skills and weapons are just redundant.

18 characters
KDF: 2 tacs, 2 engs, 3 scis
KDF Roms: 3 tacs, 1 eng, 1 scis
FED: 2 tacs, 1 eng, 2 scis
TOS: 1 tac
all on T5 rep (up to temporal)
all have mastered Intel tree (and some more specs Points)
highest DPS: 60.982

Comments

  • semalda226semalda226 Member Posts: 1,994 Arc User
    My 80k Sci/Torp boat on a Science Captain begs to differ...it's really dependant on consoles/ship/captian class/traits/skill selection. Atm if I slotted beams and the consoles to use em I'd barely pop 30k because I don't have the Doffs/traits/skills to properly use em.
    tumblr_mxl2nyOKII1rizambo1_500.png

  • hugin1205hugin1205 Member Posts: 489 Arc User
    how much of that damage is down to Torpedos and how much on sci skills?
    18 characters
    KDF: 2 tacs, 2 engs, 3 scis
    KDF Roms: 3 tacs, 1 eng, 1 scis
    FED: 2 tacs, 1 eng, 2 scis
    TOS: 1 tac
    all on T5 rep (up to temporal)
    all have mastered Intel tree (and some more specs Points)
    highest DPS: 60.982
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2016
    hugin1205 wrote: »
    aux2bat over photonic officer

    a bit more balance would give players more options. As it is now, some skills and weapons are just redundant.

    I'd go Drake over both of those out of my personal preference. But more generally speaking, there's a lot more flexibility right now with traits and the new skill system revamp to get cooldown management to work with just about any build you can think of. In terms of choices/variability/flexibility I think Aux2Batt has seen its day in the sun long past and Photonic Officer takes up too valuable a BOFF slot when your readiness skills, traits and DOFFs can compensate much easier for cooldown issues.
    [SIGPIC][/SIGPIC]
  • tom61stotom61sto Member Posts: 3,682 Arc User
    hugin1205 wrote: »
    aux2bat over photonic officer

    Traits, Skills, DOffs and Krenim BOffs over Aux2Bat, at least in the PvE meta, with Hybrid slots being one of the few reasons to actually bother with Aux2Bat's limitations.
    hugin1205 wrote: »
    how much of that damage is down to Torpedos and how much on sci skills?

    Probably hard to separate out, as DRB is nice debuff, as is the new Control Amplification effects on things like Gravity Well. So, just looking at a parser's torpedoes did X DPS would not be indicative what they are without the Sci abilities backing them up. Also, most of the popular torps on torp builds have one or more components that scale with Science skills, like Neutronic and DrainX, or Particle Emission Projectile clouds and EPG.
  • [Deleted User][Deleted User] Posts: 0 Arc User
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup
  • hugin1205hugin1205 Member Posts: 489 Arc User
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup

    if you look at the high DPS builds (150k+) they all use beams. Not saying you cannot make a working build otherwise - just DPS is all beams and FAW...

    18 characters
    KDF: 2 tacs, 2 engs, 3 scis
    KDF Roms: 3 tacs, 1 eng, 1 scis
    FED: 2 tacs, 1 eng, 2 scis
    TOS: 1 tac
    all on T5 rep (up to temporal)
    all have mastered Intel tree (and some more specs Points)
    highest DPS: 60.982
  • makocallowaymakocalloway Member Posts: 455 Arc User
    I agree with semalda. I've tried many sci builds and my most lethal is my Part/Grav gen Torp boat.I'm slashing npcs in seconds. But, like was said, it ask depend on the consoles,boffs powers, doffs, traits, etc. It took me a while off fine tuning.and you need the right torps too. You want one's that have shield pen and aoe so when you TS II and III then in a grav well the just melt away.Some that come to mind are the neutronic, the gravametric, the craftable PEP...I have to check on the rest.
    5rFUCPd.png

  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2016
    hugin1205 wrote: »
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup

    if you look at the high DPS builds (150k+) they all use beams. Not saying you cannot make a working build otherwise - just DPS is all beams and FAW...

    Just want to reiterate what's been said about that particular power a bunch of times in the past ... FAW is not the sole reason the DPS number is that high. In fact, beams have a lot more to do with "EPS is DPS" than "FAW+SpacebarFTW"

    I'm not saying FAW is innocent here. Or that it needs to be ignored by the devs in terms of a balance pass. But I think we need to keep the full context in mind. And understand the mechanics of how beam boats work and why they are able to pump out that much damage. It's not just FAW.

    [SIGPIC][/SIGPIC]
  • semalda226semalda226 Member Posts: 1,994 Arc User
    edited May 2016
    Not only that but those are highly specialised builds requiring very high end consoles and a knowledge of what traits and Doffs to use combined with activation timing and positioning! Your not gonna slap a copy/paste build and do 150k plain and simple. It's also the reason why when I post my build I get pms a little later asking for clarification in what's wrong when my 80k build does 20k for the copy cats. The only thing my spacebar does is rotate my shields and activate my shield heals.
    tumblr_mxl2nyOKII1rizambo1_500.png

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    As a person who enjoys torps and advocating for fixes to them, I'll speak on the issues with them.

    The four main existing mechanics issues that torp boats have to deal with:

    1) Shields ignore 75% of the kinetic damage that you could do to the target, yet generate threat as if you did 100% of the potential damage prior to shield negation. When you start hitting in the 300K+ range per torp, you'll see this. Prior to 11.5, threat generation was your #1 killer. Now, so long as someone else is running Threatening Stance and not completely failing, you can turn your threat off and not worry as much. Still, having 75% of your damage not even register against shielded targets is a huge pain, which is amplified further by the other items listed here.

    2) Only one torpedo can fire at any one time. I'm not talking about BOff abilities working on all torpedoes, I am talking about single shot only. Torps (and moreso mines) have to deal with long cooldowns, and adding a 1 second penalty to a target that swings into your firing arc before you can fire that torpedo adds to that. Furthermore, the same crafted types of torps have a shared cd, further limiting how many you can fire in that "one at a time" scenario. You do not see this happening w/ beams or cannons.

    3) Travel time (especially for heavies) is, quite frankly, ridiculous in this age of powerCreep Online, where the target can be dead before a torpedo fired from 3km away even lands. The ability to change the travel time is there, but is the willingness to do so? Not even factoring some of the bugs w/ heavy torps, but the ease by which they are shot down by both players and NPC warrants a closer look at the archaic mechanic.

    4) Having to work out when a lower rank power does more damage over a higher rank power. Yes, you read that right. Prior to S11.5, salvo torps fired under a lower rank of TS/HY could do more damage than a higher rank of TS/HY ~1/3 of the time IF you had over ~200% critD. The probability mathematics was done by @jarvisandalfred , and he checked my work to make sure I didn't have a mental breakdown of some sort. With 11.5 and the Science Ultimate, I can completely ignore critH, focus on critD to sit at 198% critD, use HY1, and spam that on targets inside and outside of the Sci Ultimate, and enjoy big booms. Now, the probability mathematics need to be done, but initial (and limited) testing has me dropping HY3 (to slot a debuff/buff ability) from my salvo builds and slotting HY1 and firing away w/ Concentrate Firepower if/when I have it. Having a lower rank power being able to out-perform a higher rank power is mind-bending. The mechanic needs to be re-done.

    **NOTE** #4 does not apply to "heavy" torps (HY Gravimetric, Tricobalt, or any single object with a very high blast yield). You want as much critH and critD as possible, but if you're launching under the Sci Ultimate, stack the critD from all sources except for the Tac Optional in the Spec tree.

    In an of themselves, the three issues aren't necessarily a problem individually, SO LONG AS THERE AREN'T ANY GLARING BUGS affecting them. Since there are, there's a problem.

    Part of being a good torpedo ship pilot is knowing the issues and the bugs, and trying to work around them. It would be good gameplay if there were drawbacks for all types of weapons, be they energy or kinetic, so that skillful players can utilize both and be prosperous. As it is, the Development has heavily favored energy weapons (re: beams) prior to S11, showed some love to torps in S11 (while handing energy users the single best space rep weapon in the game), then nerfed two major torps 1/2 way through S11, and then introduced some more oddities for Kinetic users to work through in 11.5.

    That's the state of torps, sans the laundry list of bugs.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • evilmark444evilmark444 Member Posts: 6,968 Arc User
    I really wish they'd do a balance pass to put FaW, BO, CSV, and CRF on equal footing. I'd absolutely LOVE it if they gave all 4 fore wep ships a fifth, torp only fore slot or balance torps in some other way so that they are not a dps loss on a beam/cannon boat, to make canon builds better.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    hugin1205 wrote: »
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup

    if you look at the high DPS builds (150k+) they all use beams. Not saying you cannot make a working build otherwise - just DPS is all beams and FAW...

    Just want to reiterate what's been said about that particular power a bunch of times in the past ... FAW is not the sole reason the DPS number is that high. In fact, beams have a lot more to do with "EPS is DPS" than "FAW+SpacebarFTW"

    I'm not saying FAW is innocent here. Or that it needs to be ignored by the devs in terms of a balance pass. But I think we need to keep the full context in mind. And understand the mechanics of how beam boats work and why they are able to pump out that much damage. It's not just FAW.

    Second'd. FaW, in and of itself, isn't the sole issue to blame. It's all the supporting mechanics (intended or not), plus the multitude of Dev designs to enhance energy weapon usage exclusively, such as haste, the vast majority of traits, old mechanics, etc.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited May 2016
    I agree with all of darkknightucf points. and I shoudn't have been so arrogant with my last post so sorry about that.

    This is my way to get torps to work for me. Self-Modulating Fire On outgoing Critical Hits, your energy weapons and projectiles gain +50% Shield Penetration for 10 sec (Can trigger once every 45 sec), Trait: Kinetic Precision, Projectiles gain +10% Shield Bleedthrough, Trait: Omega Kinetic Shearing, Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds. Trait Projectile Training +5% Projectile Weapon Damage. vTrait: Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%. Trait: Auxiliary Power Configuration - Offense In space combat you gain a damage and accuracy boost based on your Auxiliary Power Level./


    So I just crit hit a target with beam overload first then high yeild torp III, all my torps do 75% shield penetration plus and additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds

    Currently running a front neutronic torpedo with 10,700 kinetic damage and quantum phase torpedo with 8,700 kinetic damage and an aft omega torp 3,100 kinetic damage each shotx5.

    so with a crit hit followed by High Yield III with neutronic I'm doing 31,500 kinetic damage 75% shield penetration followed by quantum phase torpedo with 8,700 kinetic damage 75% shield pen, an another neurotic torp usually fires before 10,700 kinetic damage 10,700 kinetic damage 75% shield penetration and Isokinetic Cannon as part of the neutroni set 9.400 kinetic damage 100% shield pen , and can pop off one or 2 omega torp while I pass over the target before the 10 seconds runs out so thats an extra 3,100 kinetic damage shield.All of this is through shield damge on my first voloy not counting my beams not to mention I use the overwhelming force trait and a few othes that boost torp damge.. I understand torps have some draw backs but if you add too much more ontop them it would be overkill for people that know how to use them. Unless its a ship with over 60,00k hull its dead with my first shot at them. also using trait Trait: Load Viral Torpedo aoctivating Engineering, Science, Tactical and Intelligence Team now loads a Viral Torpedo. This causes your next Torpedo attack to disable your target(s) for a short period of time. This can occur once every 20 seconds.Activating this trait causes your next Torpedo attack to disable your target(s) for a 5 seconds.

    I could boost my build some more by using torpedo barrage and some other traits

    the only thing that kind of bugs me is Travel time that I can move faster than my torps when flying at a target sometimes but that has its pros and cons for combat and you can make it work for you if they changed that then they would have to nerf torps and every weapon in the game with the Self-Modulating Fire trait or else you could just be killing everything far to easy

    (Edit) I also use two duffs that a add a chance for an extra extra 35% and 30% shield pen with beam overload and use duffs with cooldown time for toprs. so thats also a big factor for torp effectiveniss. There are so many ways you can boost weapons in this game and anything can be very deadly with the right setup


    "Intel over Command over Pilot ; fire at will over beam overload" ALso wrong wrong wrong. Just completely with an absolute wrong.
    Post edited by [Deleted User] on
  • lianthelialianthelia Member Posts: 7,905 Arc User
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup

    You're new here judging by your post count, I will excuse this post for ignorance.
    Can't have a honest conversation because of a white knight with power
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited May 2016
    ,
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited May 2016
    .
  • talientalien Member Posts: 712 Arc User
    Trait: Omega Kinetic Shearing, Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.

    Was that finally fixed? It wasn't working right for the longest time and I finally gave up keeping tabs on it.
  • This content has been removed.
  • lianthelialianthelia Member Posts: 7,905 Arc User
    edited May 2016
    talien wrote: »
    Trait: Omega Kinetic Shearing, Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.

    Was that finally fixed? It wasn't working right for the longest time and I finally gave up keeping tabs on it.

    I don't think so...but then again I was like you...I gave up on it after so long of it being nothing more than a pathetic glob fly bite of a DoT.
    Can't have a honest conversation because of a white knight with power
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited May 2016
    hugin1205 wrote: »
    Now one could argue that beams are better for DPS

    Here is some hard Data.

    - Since 11.5 I play ISA at least 3 times a day on a cannon build and out-DPS 99/100 of parsed beam players. (Highest Personal DPS record is currently 168k DPS in an L->R ISA pug)
    - @spencerb96 recently achieved a ISA DPS record of 246k DPS with cannons placing him on #4 of the highest ever recorded DPS on that map (salute sir and gz on that one!)
    - @ezriryan recently managed an HSE solo using a cannon setup.

    Now while I doubt that an all cannon team will outperform an all beam team in ISA due to the map composition (left/right generator stages are most difficult with cannons) I highly question that single cannon players in a beam team are not able to out-DPS the beam users of that group. It is my opinion that the general consensus that beams would be superior to cannons led to a massive lack of active, experienced and out geared cannon players which are in a position to prove otherwise.

    In short
    hugin1205 wrote: »
    Beams over cannons

    Do we know?

    My only issue with cannons currently is the ability CSV compared to BFAW. From the looks of it it only scatters to three targets at most independent of how many targets you have in your arc.

    Why @borticuscryptic ?
    Post edited by peterconnorfirst on
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  • [Deleted User][Deleted User] Posts: 0 Arc User
    pretty much I'm under the impression from beam boat people that the majority of them don't understand most of the mechanics of the game so thats why they go with beam boats says torps dont work and fly around lazly with their weapons on auto fire
    talien wrote: »
    Trait: Omega Kinetic Shearing, Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.

    Was that finally fixed? It wasn't working right for the longest time and I finally gave up keeping tabs on it.

    Works fine for me.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    hugin1205 wrote: »
    Lol don\t blame the tools if you dont know how to use them. Beam boats are a joke that only lazy players use to pew pew pew/you can out damage anyone with the right torpedo setup

    if you look at the high DPS builds (150k+) they all use beams. Not saying you cannot make a working build otherwise - just DPS is all beams and FAW...

    Just want to reiterate what's been said about that particular power a bunch of times in the past ... FAW is not the sole reason the DPS number is that high. In fact, beams have a lot more to do with "EPS is DPS" than "FAW+SpacebarFTW"

    I'm not saying FAW is innocent here. Or that it needs to be ignored by the devs in terms of a balance pass. But I think we need to keep the full context in mind. And understand the mechanics of how beam boats work and why they are able to pump out that much damage. It's not just FAW.
    The energy management component is definitely very important for beams.

    Back in the old days, when men were men and furry creatures from alpha centauri were furry creatures from alpha centauri, it was relatively common knowledge that the 7th or8th beam would barely add to your damage output since the energy drain was so severe. Replacing 2 regular beams with dual beams or with torpedoes was more efficient (the dual beams don't fire on the broadside, but add to your frontal damage. The torpedoes don't drain energy and don't need the energy either.)

    But once you add in overcapping with EPS and weapon drain reduction abilities, this is no longer true.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    talien wrote: »
    Trait: Omega Kinetic Shearing, Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.

    Was that finally fixed? It wasn't working right for the longest time and I finally gave up keeping tabs on it.

    As it is written, no. It calculates the damage that makes it to hull (not outgoing damage), then takes 40% of it and adds that as a DoT (it CANNOT crit) and applies it against the target. vs shielded targets, you won't see much unless you hit REALLY HARD and/or have a lot of bleedthrough/shieldPen.

    If it was actual outgoing damage, I'd be jumping for joy and never take it off. Sadly, w/ powerCreep11.5 in play, most high-powered ISA runs don't warrant the ability slotted. Almost all targets don't last longer than 3 seconds.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • imkainimkain Member Posts: 56 Arc User
    As a person who enjoys torps and advocating for fixes to them, I'll speak on the issues with them.

    As it is, the Development has heavily favored energy weapons (re: beams) prior to S11, showed some love to torps in S11 (while handing energy users the single best space rep weapon in the game)

    Which reputation weapon are you referencing?
  • annemarie30annemarie30 Member Posts: 2,705 Arc User
    hugin1205 wrote: »
    how much of that damage is down to Torpedos and how much on sci skills?

    does it matter?? 80K is impressive
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    imkain wrote: »
    As a person who enjoys torps and advocating for fixes to them, I'll speak on the issues with them.

    As it is, the Development has heavily favored energy weapons (re: beams) prior to S11, showed some love to torps in S11 (while handing energy users the single best space rep weapon in the game)

    Which reputation weapon are you referencing?

    1) Do not post in threads that have been innactive for more than 1 month. This is considered necroing and is against the forum rules.
    2) To answer your question, he's talking about the Terran rep disruptor beam array from the munitions set.
    3) Help @pwlaughingtrendy ! Save us from the undead hoard!
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