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Cannon types ever going to be internally balanced?

mercurythefirstmercurythefirst Member Posts: 104 Arc User
Like, -6.5 power firing cannons
-8 power firing dual cannons
-10 power firing dual heavy cannons

Or are we going to keep pretending?

It's been what, 8 years, and nobody ever slotted cannons more than for curiosity's sake? Can we... Do something about it?
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    fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    edited May 2017
    At this point I think cannons and dual cannons are just there to troll you when opening weapon packs at mk ii so you can pull a crtd]x3 but it's a single. Does anybody use them for serious setups?
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    I dont use single ones, but i like the visual fire rate of the dual ones... and thats it...
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    Cryptic seems to hate cannons in general. They've nerfed just about every possible distinction cannons have over beams. The firing rate was one of the great advantages, and then there was DEM which was a great bonus with cannons, which is now next to useless. Also no ensign abilities. When I first started playing cannons were popular, now it's rare to see another player using them.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    The weapon types in relation to each other make little sense in general.​​
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    risian4risian4 Member Posts: 3,711 Arc User
    At this point I think cannons and dual cannons are just there to troll you when opening weapon packs at mk ii so you can pull a crtd]x3 but it's a single. Does anybody use them for serious setups?

    Ehm yeah I do.

    I have a cannon-turret build on my Xindi toon. Rapid fire looks quite nice when using Phased bio-matter phasers :)

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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited May 2017
    Cryptic seems to hate cannons in general. They've nerfed just about every possible distinction cannons have over beams. The firing rate was one of the great advantages, and then there was DEM which was a great bonus with cannons, which is now next to useless. Also no ensign abilities. When I first started playing cannons were popular, now it's rare to see another player using them.

    At one point I would agree with you but quite awhile back Cannons got some love thanks to the changes in drop off. I use a Cannon/Beam build on 90% of my ships with great success. Beaams to take the shields down torps and cannon to rip them apart.
    Post edited by ssbn655 on
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I would not mind seeing some additional buff/changes to cannons to make each type both very enough to warrant their use between the three types, it has always kinda felt like only either dual cannons or dual heavy cannons can be seen as a viable choice at one time. While also to make single cannons feel like they are a worthwhile alternative to using beam arrays or banks on non-dual cannon capable ships.

    I would say that even a shift to make all weapon buffing abilities, such as beam overload an cannon rapid fire, to start at ensign station rank would be a nice change to make single cannons a viable alternative to beam arrays or banks.
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    hanover2hanover2 Member Posts: 1,053 Arc User
    Never understood why cannon skills must be a rank higher than beams. Or why gravity well must be higher than tyken's rift. Seems random and arbitrary to me.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    Probably never gonna be balanced. It's sad since players have offered all sorts of ideas on how to make beams and cannons work different but not be OP to the the other. Obviously, by how cannon skills are higher rank than beam ones, they were originally intended to be more powerful.
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    hanover2hanover2 Member Posts: 1,053 Arc User
    Because cannons are more powerful them beams obviously.

    It should be that they deliver the same damage, but in a more concentrated burst. Offset by firing cycle and targeting arc. This was of course out the window almost immediately.

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    hanover2hanover2 Member Posts: 1,053 Arc User
    hanover2 wrote: »
    It should be that they deliver the same damage, but in a more concentrated burst. Offset by firing cycle and targeting arc. This was of course out the window almost immediately.
    Uhh no, that would ruin the system of trade offs every other weapon type shares.

    You are misreading me if you get that impression.
    The higher the firing arc, the lower the damage, the lower the firing arc, the higher the damage.

    That's exactly the concentrated vs. sustained damage I was describing. More damage per shot in a narrow firing arc that isn't constantly maintained, versus less damage per shot, but more opportunities to shoot due to the wider arc. I was not merely referencing the damange stats in the tooltip.

    No need to parse the rest of your condescending lecture.


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    gaevsmangaevsman Member Posts: 3,190 Arc User
    hanover2 wrote: »
    hanover2 wrote: »
    It should be that they deliver the same damage, but in a more concentrated burst. Offset by firing cycle and targeting arc. This was of course out the window almost immediately.
    Uhh no, that would ruin the system of trade offs every other weapon type shares.

    You are misreading me if you get that impression.
    The higher the firing arc, the lower the damage, the lower the firing arc, the higher the damage.

    That's exactly the concentrated vs. sustained damage I was describing. More damage per shot in a narrow firing arc that isn't constantly maintained, versus less damage per shot, but more opportunities to shoot due to the wider arc. I was not merely referencing the damange stats in the tooltip.

    No need to parse the rest of your condescending lecture.


    I still think that the dual cannons shpuld operate on the 90° arc.. so we cover the spectrum, and also we give life to those... as of now, Heavy Cannons are more useful in the 45° arc
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Going just by the fact of what ships different weapon types are effective on, while keeping the comparison on a baseline level of the different ship type's stats mind you. Beam arrays and single cannons/turrets would be most effective on a slow moving cruiser, science, or carrier (if it were a carrier no able to use dual cannons) type ships. While dual cannons/turret/torpedo an beam bank/omni-arrays would be quite effective on slightly more nimble science ships (dual cannon capable), as well as battle-cruisers/dreadnaughts, or carriers (dual cannon capable ones). While then dual heavy cannons specifically would be the best fit on the quite nimble vessels like raiders an escort/escort carriers.

    An to be truthful i would be fine with a reduction in the damage output of dual cannons if they were increased to a firing arc of 75-90 degrees, while keeping the dual heavy cannons at their current damage output an firing arc. Since in truth unless you wanted to invest the needed additional turn rate boosting options to gain the needed mobility to use dual heavy cannons in the slower turning large ships that can use dual cannons, these types of ships would gain more use an potential output of slotting dual cannons an using the slots an talent/traits they might use to gain the needed agility to use the narrower arc of the dual heavies to gain more damage boosts an other such bonuses, while nimble escort an raider type ships would still be the main ship types that would use the dual heavy cannons as they have innately the needed mobility to utilize the firing arc effectively.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    gaevsman wrote: »
    I still think that the dual cannons should operate on the 90° arc.. so we cover the spectrum, and also we give life to those... as of now, Heavy Cannons are more useful in the 45° arc

    Works for me:
    Single Cannon 180°
    Dual Cannons 90° (damage might have to be modified a bit)
    Dual Heavies 45°
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    hanover2hanover2 Member Posts: 1,053 Arc User
    I still want Heavy Broadside cannons that only fire in a...say 120 degree arc to port and starboard.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    hanover2 wrote: »
    Never understood why cannon skills must be a rank higher than beams. Or why gravity well must be higher than tyken's rift. Seems random and arbitrary to me.
    The cannon one actually makes some sense, since DC and DHC usually only go on ships with a Tac commander.
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    ebonsonebonson Member Posts: 34 Arc User
    I still think that single cannons should be able to be mounted aft like that one Vaadwaur ship you can fly in a mission.

    Also better power management is what killed Cannons. Back in the day when cannons were better that beams it was mainly because no one would broadside with 8 beams the power drain was just too much and would net lower dps overall. The game was never balanced at it's core to be able to fire all 8 weapons all the time.
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    postinggumpostinggum Member Posts: 1,117 Arc User
    Years ago before ship power levels and turn rate boosts became yuge, I had regular cannon on a sci ship and did better than when I had beams. These days with the csv trait, cooldown reductions and changes to the power system it might be worth trying again.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I could see maybe making a change to omni-arrays to make the crafted variety able to have more than one slotted on a ship at a time, but also a change that omni-arrays can only be slotted in the rear weapon slots of ships. Such a change could see the cruisers able to use dual beam banks more effectively, as the crafted omni-arrays would fill the same niche as turrets do for cannons.

    I am not sure on the idea of making single cannons capable of being slotted on the rear slots of a ship, Mostly as with them having a firing arc of 180 degrees does not give them any overlap in their firing arc on the sides of the ship they are slotted on, which is one reason beam arrays (since they have 250 degrees of firing arc) are quite effective as a broad-siding weapons. So without a change to single cannons to give them at least a 200 degree firing arc broadsiding with single cannons would be almost worthless compared to beam arrays.
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    unotetsuunotetsu Member Posts: 660 Arc User
    I use the temporal tetryon cannon that comes with a temporal core for the fire at everything ability, while equipping dual omnis in the back of my ship, I love 360 coverage.
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    gaevsman wrote: »
    I still think that the dual cannons should operate on the 90° arc.. so we cover the spectrum, and also we give life to those... as of now, Heavy Cannons are more useful in the 45° arc

    Works for me:
    Single Cannon 180°
    Dual Cannons 90° (damage might have to be modified a bit)
    Dual Heavies 45°

    So a big FU to those of us who took the time and resources to craft wide angle dual heavy cannons...
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    ebonson wrote: »
    I still think that single cannons should be able to be mounted aft like that one Vaadwaur ship you can fly in a mission.

    Also better power management is what killed Cannons. Back in the day when cannons were better that beams it was mainly because no one would broadside with 8 beams the power drain was just too much and would net lower dps overall. The game was never balanced at it's core to be able to fire all 8 weapons all the time.

    No it was the insane broken beam FAW that worked just the opposite of how it should have. it boosted beam power tot he moon and broke both cannon and Beam overload tot he point they were a joke comapred to space bar FAW. Thank goodness FAW has been nerfed not enough if you ask me but it a start.
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    hanover2 wrote: »
    Never understood why cannon skills must be a rank higher than beams. Or why gravity well must be higher than tyken's rift. Seems random and arbitrary to me.
    The cannon one actually makes some sense, since DC and DHC usually only go on ships with a Tac commander.

    I disagree with that Cannons are a weapon that requires some tactics and skill to employ effectivly and the higher rank reflects that. I'm not so sure about the Tac commnader thing on the cannons at least in my case most of my ships have a cannon no matter the capt. skill set . They are just so good at dishing out damage and well most of my toons are Klingon so Cannons are a must. LOL
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    asuran14asuran14 Member Posts: 2,335 Arc User
    ssbn655 wrote: »
    gaevsman wrote: »
    I still think that the dual cannons should operate on the 90° arc.. so we cover the spectrum, and also we give life to those... as of now, Heavy Cannons are more useful in the 45° arc

    Works for me:
    Single Cannon 180°
    Dual Cannons 90° (damage might have to be modified a bit)
    Dual Heavies 45°

    So a big FU to those of us who took the time and resources to craft wide angle dual heavy cannons...

    Not sure I would call it a FU at all for those that used the time an resources to craft wide-arc/angle dual heavy cannons, unless they make a wide-arc/angle dual cannon (so would have a 180 degree arc), but would actually be quite a nice addition to slot with newly changed dual cannons for the added punch of the dual heavy cannon. Since the arcs would compliment each other, and for the loss of one mod to get the arc mod on the dual heavy you would get the added damage an crit severity of the dual heavy cannon alongside the dual cannons. Also would unlike using the wide arc/angle with other non-wide arc/angle dual heavy cannons would be on target with the other slotted weapons longer together, compared to the time it takes for you to close that additional 45 degree to bring your non-wide arc dual heavies into firing range, even though it would retain the value of using it with normal dual heavy cannons still.

    Yeah I agree it would make more sense that weapon augmenting boff abilities started at ensign rank, as to me attack patterns make more sense to need more training to use effectively as would be implied by a higher seat ranking to slot on a ship.
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    ebonsonebonson Member Posts: 34 Arc User
    edited May 2017
    ssbn655 wrote: »
    No it was the insane broken beam FAW that worked just the opposite of how it should have. it boosted beam power tot he moon and broke both cannon and Beam overload tot he point they were a joke comapred to space bar FAW. Thank goodness FAW has been nerfed not enough if you ask me but it a start.

    FAW was fine originally because you didn't use it all the time, there were no cooldown reductions and 4 beams FAWing wouldn't outperform Scatter Volley. FAW existed when cannons and escorts ruled DPS it's not like it suddenly appeared in all it's OP glory. Consoles, traits and doffs that helped power regenerate faster or weapons drain less power allowed cruisers to use more beams which meant that FAW got stronger. Dragon/Drake builds showed up, people discovered overcapping, EPS numbers got crazy and FAW just became better and better.
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