When it comes to PvP, the [acc] modifier is king as we all know. Looking at the existing Advanced Fleet weapons, as well as dev hints regarding the Elite ones, they've all got pretty mediocre [dmg]x3 modifiers, i.e. the worst weapon modifier in the game when it comes to DPS. A single [acc] modifier is the best available; is this enough?
My question for the community is whether those who've used the Fleet weapons in PvP have found them to be effective and worthwhile, or just a waste of dilithium when it comes to PvP damage.
Borticus, if you read this: any chance we could get some consideration when it comes to the Elite Fleet weapon modifiers, perhaps introducing extra versions aimed specifically at the PvP crowd? I think that [acc]x2 or x3 weapons made easily available in fleet stores, rather than for hideous amounts of EC would do a lot of good when it comes to making PvP accessible to a wider audience. Seeing as no fleet has yet unlocked them, such could be added to the store with zero in-game disruption.
Comments
Yes.
I was hoping the Fleet weapons would have been something more special then Dmg x3 + other. I thought we'd get something maybe like Acc x2 + crtX + dmg Which would have been more interesting. Oh well. At least they are helpful to Plasma Torpedoes.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
My fleet mate has been using the Fleet weapons. We've convinced him to change up his weapons, as he felt he wasn't doing enough damage as a tactical.
Acc > CritH >> CritD >> Dam
Sometimes CritH is better than Acc though, like with tric mines.
acc weapon are nice though, just shoot them and they almost always hit. on my ktinga thats so maneuverable that it can put plasma exactly were i want it very frequently, and the very handy tractor beam, i use my old [crith] [critd]2 antiprotons for huge crit effect. even got that new chrono console too. its got even more damage potential sticking with that then my fleet vorcha with [acc]2&3
The elite level gear is what is going to be interesting. We know what all the ground gear is now, so and as far as I personally have found out, we don't know what things elite space gear is going to bring to the table, because I've yet to hear of anybody publicly saying that they have tier 4 engineering or science yet. Let alone tier 5 engineering for fleet elite space weapons.
Most likely, it'll be Dmg x2, one other modifier (acc, crtd, crth), and then a new space modifier, adding in a new special proc, probably only will have phasers and disruptors.
Space shields will be Cap x2, another modifier, and also a new modifier.
Space deflectors...no clue yet, they're set up differently.
Space engines, One of full/turn/spd x2, one modifier, and probably some new modifier or something like that, along with probably the MACO water bubble in space.
I'd say [acc] < [crtd] < [crth] < [dmg]
@DevolvedOne
Not if the ground ones are any indication. I believe the idea was for Elite Gear to be End Game Content. The Ground Elite gear is truly pathetic. Expect only to have 3 choices of weapon types, possibly not even Dual Heavy Cannons. Expect only Phaser and Disruptor weapons. Look for a [Dmg]x2 [DoNothingUseful] [DoNothingGreat] modifiers. This is what you can expect if the Ground Items are any indication.
It smells of really sloppy work to me. But we shouldn't worry. The Lockboxes will bring us great new items. Lets open our wallets for the best items.
I admit, I'm a ***** for big numbers. Crit tends to fill that gap for me, but if ALL of my numbers were bigger (via Dmg mods), it'd just make my crits more crittier, right? How much bigger does a Dmg mod need to be, in order to compete with an Acc mod? Is it 2:1? 3:1?
My fleet mate equipped a single [acc]x3 turret and a single [crith]x3 turret.
While the accuracy was better with accx3 (80% versus 60%), crithx3 had a higher DPS (160+ versus 150). This was with 500-750+ shots fired with no buffs.
If you want more chances to proc, acc is good. But, if you want damage, crith is better.
Also, while crithx3 gives most builds about 2x more chances to get a critical hit, critdx3 increases your critical severity by 130% (70% + the 60% passive critical severity, which should include the Assimilated Module), which is more than double the 60% critical severity you would get with just crithx3.
For numbers comparing [acc]x3 and [crith]x3 on a turret, see above reply.
From my quick and dirty tests, the quad cannon is almost on par with my mk xi and xii phaser DHCs [critd]x3.
some times in pvp so much is going on that i cant see the numbers flying by real well, but if i have some one imoblized and launch an attack like that against them, its no wonder they tend to die so quickly. need to hop back in my little somraw retro and see how much higher damage i can get it to deal.
though i would imagine that a ship that cant slot several holds would proboly be better off with [acc]3, at least your contents damage would be high and reliable
Don't Elite Fleet Ground Weapons have extra procs?
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
The Elite Fleet Ground Weapons have [Dmg]x2 [CritX/DoT3/KB3] [SHeal\SDisrupt]
The Advance Fleet Ground Weapons have [Dmg]x3 [CritX/DoT3/KB3]
So for the elite weapons you give up a [Dmg] modifier for a [SHeal\SDisrupt].
The SHeal on the fastest licks per second weapon will yield on average about a 5.8 shield heal per second. That is on a stun pistol. Don't expect the same result for any other weapon. I also like my weapons to kill, not to heal me. I carry Hypos for heals.
The SDisrupt has a 15% chance to vaporize targets that are low on health. First issue is that its only available on slow weapons. Second issue is that by the time you get targets low on health, you are only one shot away from killing them in any case. And you would have been there sooner with the higher damage weapon to begin with.
The worst gun types are represented, such as Blast Assault and Minigun. But no Compression pistol. The only weapon flavors you can choose from is Phaser and Disruptor.
If this translates to the Elite Space Weapons:
Since they pulled Fleet Elite Space Weapons, they might make changes. But if not, then the list above will probably be what we can expect. As I mentioned before. It smells of sloppy work.