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Dual Phaser question from a noob

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited February 2010 in The Academy
Hi there

I have recently been promoted to Lt. Commander so now I have a new ship.

I purchased a few items from the exchange for the ship, including mrk IV dual phaser cannons.

My issue is that they wont bind with my new ship - which is a cruiser. However they do bind fine with my old (light cruiser) ship.

What am I missing? When I did a search for the items i chose only for Lt. commander and I verified that the weapons will go on a cruiser, by hovering my mouse over the item. The mrk IV shields that I goe bind just fine.

Is there something that I need skill up on or have a console or something?

Also what is the difference between photons torpedos and quantom torpedos?

Thanks in advance for any help
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Unfortunately, Cannons will only work on the Teir 1 ships and Escorts. You will not be able to equip them on your Teir 2 Cruiser or Science vessel (nor any higher teir Cruiser or Science Vessel). I'm surprised that the tooltip for the cannons did not specify which ships they would work with...I've started noticing that they put those restrictions on weapons that have them recently. Check the tooltip for the cannons again (or try to right-click and choose INFO). It SHOULD tell you right underneath the name of the weapon that only Escorts, Birds of Prey, and 2 or 3 other ship types can equip them. Sorry.

    -Gil102
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    When I hovered it said raptor, cruiser, bird of prey and so forth. Maybe cuiser means light cruiser.

    Thanks for the info - will need to sell them and try to find something with more punch :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Go for dual phaser array.
    Better than regular and still acceptable firing arc.
    Just remember cruisers don't know how to turn well
    so you may have to stick with regular arrays just to be able to hit
    those quicker targets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sound advise on sticking with beam arrays for Cruisers. Broadsides with beams are a Cruiser's bread and butter. The tier cruiser you get, the more is turns like a beached whale (i.e. not so good). But if you do want to put a dual weapon on you Cruiser put it on as an aft weapon. The game AI tends to wind up liking to stay to the sides and read of ships. I find it a lot easier to whip the tail end of my cruiser around and fire up a torpedo shoot. It's much harder to line up a like shot with forward weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shkelton wrote: »
    Hi there

    I have recently been promoted to Lt. Commander so now I have a new ship.

    I purchased a few items from the exchange for the ship, including mrk IV dual phaser cannons.

    My issue is that they wont bind with my new ship - which is a cruiser. However they do bind fine with my old (light cruiser) ship.

    What am I missing? When I did a search for the items i chose only for Lt. commander and I verified that the weapons will go on a cruiser, by hovering my mouse over the item. The mrk IV shields that I goe bind just fine.

    Is there something that I need skill up on or have a console or something?

    Also what is the difference between photons torpedos and quantom torpedos?

    Thanks in advance for any help
    There are some dual disruptor and phaser cannons MK II that I use right now on my RA ship that knock out borg subsystems in the Gamma Quadrant helping me down the ships quickly. The heavy Dual cannons only work on escorts in the Federation such as the Advanced Escort and Fleet Escort along with the "prey of birds" "Bird of Prey" and so on. Before you buy something carefully read the description in light blue text it will tell you what the cannon can be used on. If it doesn't say anything specific then it will work for sure on the Front and maybe on the Aft as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It actually says Battle Cruiser. That's a Klingon Battle Cruiser. Cannons MK III(i think it is ) and above can only be used on Escorts Fed side.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I missed the question about Torpedoes. Sorry about that. Quantum Torpedoes have a higher burst damage then Photon Torpdeos, but they have a slightly longer cool down (8 sec vs 6 sec). Photon Torpedoes do less damage, but they have a higher Damage per Second then Quantum Torps.

    if you fire Torpdeoes as soon as they are rechrages. Photons will be better for you. Buf if you take time to burn down 1 shield facing and then let flying with Torpdeo: High Yield on the naked hill, Quantums are probably for you. On a Cruiser you might want to go with Quantum Torpdeoes, you arelly aren't going to be agile enough to like up Torpdeo ships on any smaller than a Battleship. I personally use Quantum Torpdeoes on my Science ships and Cruiser as I like to make each Torpedo count. On Escorts I use Photons for the DPS, ('cause that shield's down already. It just don't know it yet.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shkelton wrote: »
    Also what is the difference between photons torpedos and quantom torpedos?

    Thanks in advance for any help

    Photons have a 6 second cooldown and do a little less damage per hit

    Quantums have a 8 second cooldown and do a little more damage per hit

    Both have the same dps in the end.
    Suricata wrote:
    Torpedos are more fun, since they share a 3 second global cooldown, so you can only fire one launcher at a time, you can however, have multiple torpedo tubes, you just have to be aware that they will stagger in thier firing, idealy, you don't want more tubes than the cooldown allows, for example, Photons have a 6 second cooldown, thus with a 3 second global cooldown, you don't want to equip more than 2 facing the same direction, as a 3rd one would be ready to fire when the first one has finished its cooldown, ideally, if you are going with a torpedo build, you need enough torpedos to cover the cooldown from when the first one fires, I've included the number required for max rate of fire. Torpedos also have different side effects like beam weapons

    Photon (6 second cooldown, max rate 2) - High DPS
    Quantum (8 second Cooldown, max rate 3) - High Alpha damage
    Plasma (8 second cooldown, max rate 3) - Medium Damage, Chance to add a Plasma DoT to the target
    Chroniton (10 second cooldown, max rate 4) - Medium Damage, Slows enemy down
    Transphasic (10 second cooldown, max rate 4) - Low Damage, Higher % of the damage penetrates shields though. Kills enemy crew
    TriCobalt (30 second global cooldown, max rate 1) - Massive damage, short disable effect
    Quoted from http://forums.startrekonline.com/showthread.php?t=88822
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Saldan wrote:
    Photons have a 6 second cooldown and do a little less damage per hit

    Quantums have a 8 second cooldown and do a little more damage per hit

    Both have the same dps in the end.

    Quantums have a lower DPS than Photons, unless the game is lying. Compare equal-mark quantums and photons and you'll see this. If they had the same DPS there would be very little reason to want to use Photons. With quantums you sacrifice some DPS to gain burst damage.
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