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borg kinetic cutting beam weapon

proteus22proteus22 Member Posts: 0 Arc User
why is all these people complaining i just got mine and went into starbase alert with it slotted in rear slot of my heavy escort carrier and as it was firing at enemies i watched there hull just drop constantly rest of my qear is antiproton mark 12 dhc dbb ans 2 turrets and a mark 12 quantum all purple but i kid you not once i installed that weoapon enemies hull just melted away like butter.
Post edited by proteus22 on
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  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited December 2012
    proteus22 wrote: »
    why is all these people complaining i just got mine and went into starbase alert with it slotted in rear slot of my heavy escort carrier and as it was firing at enemies i watched there hull just drop constantly rest of my qear is antiproton mark 12 dhc dbb ans 2 turrets and a mark 12 quantum all purple but i kid you not once i installed that weoapon enemies hull just melted away like butter.

    It's taking the rear-torpedo slot on all my characters from now on. Love it...
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  • brigadooombrigadooom Member Posts: 0 Arc User
    edited December 2012
    I love it too, it's brutal on hulls, especially when it crits. Feels good to give the Borg a taste of their own medicine :cool:
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  • dtoxukdtoxuk Member Posts: 14 Arc User
    edited December 2012
    lol Borg Cutters on Federation ships? Why doesn't Cryptic just open up some cookie-cutter Borg experience like Klingons for you guys?
  • proteus22proteus22 Member Posts: 0 Arc User
    edited December 2012
    the reason its in ue is because its reversed engineered from the borg who probably stole it from somebody else and cant klingon get the cutting beam to?
  • vawlkusvawlkus Member Posts: 348 Arc User
    edited December 2012
    Is anyone else seeing it not show up its bonuses correctly?

    If I look at the console, it shows the 2/3 parts of the set equipped and the bonus for it. If I look at the cutting beam, it shows as 0/3 with no bonuses. I haven't noticed any real change in my DPS so I'm wondering if I need to reclaim the console from the rep list (I kept the console I had prior to S7).
  • alexhurlbutalexhurlbut Member Posts: 292 Arc User
    edited December 2012
    vawlkus wrote: »
    Is anyone else seeing it not show up its bonuses correctly?

    If I look at the console, it shows the 2/3 parts of the set equipped and the bonus for it. If I look at the cutting beam, it shows as 0/3 with no bonuses. I haven't noticed any real change in my DPS so I'm wondering if I need to reclaim the console from the rep list (I kept the console I had prior to S7).
    Make sure the set gears are of SAME model (Mk 11 or 12)
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited December 2012
    I mainly hate it because it doesn't fire worth with boff abilities and a chance for less crewmen just made me laugh.

    What will that do, the warship sends over 1 less boarding party on cure, the few times it actually even does that vs the small chance to crit no thanks.

    Animation might be worth it though if you like it but strictly looking at the fuctionality I'd pass.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    Assuming advanced fleet weapons, relevant energy-type consoles, and 2 cannon abilities that you rotate (so that one gets activated every 15 seconds), the cutting beam is worse than just sticking a turret in that slot.
  • starkaosstarkaos Member Posts: 11,557 Arc User
    edited December 2012
    Make sure the set gears are of SAME model (Mk 11 or 12)

    Doesn't matter for that set since there is only one of each available. The weapons are Mk XII and the console doesn't have a level. If it was the Assimilated space set, then it would make a difference.
  • proteus22proteus22 Member Posts: 0 Arc User
    edited December 2012
    i dont know what the nay sayers are talking about my cutting beam installed has more than 900 damagec and over 700 dps thats alot more than the turret it replaced in infected elite it tore up the tac cube at end the rest of my wepons dropped his shields and the tac cubes hull just went down like a pool float with a 1 inch hole in it. can wait to try out the omega plama torp.
    .
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    proteus22 wrote: »
    i dont know what the nay sayers are talking about my cutting beam installed has more than 900 damagec and over 700 dps thats alot more than the turret it replaced in infected elite it tore up the tac cube at end the rest of my wepons dropped his shields and the tac cubes hull just went down like a pool float with a 1 inch hole in it. can wait to try out the omega plama torp.
    .

    Run the actual numbers with a damage parser like ACT and see how it compares.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2012
    I don't trust ACT. :p
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited December 2012
    Run the actual numbers with a damage parser like ACT and see how it compares.

    Looking strictly at a turret vs. cutting beam parse will ignore the biggest bonus of the beam: Omega Weapon amplifier, which (especially when it multi-procs) boosts ALL outgoing energy damage.
  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    edited December 2012
    My only complaint with the cutting beam is the sound effect they those for it firing. The first time I heard it in action, I thought I had blown my speakers. Something a bit less grating on the ears (maybe tone down the volume on it a bit too) would be nice (IMO).
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  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited December 2012
    Looking strictly at a turret vs. cutting beam parse will ignore the biggest bonus of the beam: Omega Weapon amplifier, which (especially when it multi-procs) boosts ALL outgoing energy damage.

    It's actually worse than ignoring it. a parser will attribute the increased damage to the non-beam weapons instead of realizing that extra 5% damage is due to the beam even if the turret is dealing it. So not only does a parser make the cutting beam too low, it makes the other weapons too high.
  • proteus22proteus22 Member Posts: 0 Arc User
    edited December 2012
    well to me in game effects mean more to me than numbers on a spread sheet running 3 turrets in back i would blow up right regularly and do way less damage now i blow up less and the tax cube shows tremendous loss of hull so much it looks like a sink full of water right after you unplug drain hole.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    Looking strictly at a turret vs. cutting beam parse will ignore the biggest bonus of the beam: Omega Weapon amplifier, which (especially when it multi-procs) boosts ALL outgoing energy damage.

    So I went and tested this and the results surprised me - the Omega Weapon Amplifier buff actually does seem to reduce the amount that firing your weapons drains your weapon power. I'm not certain exactly how much this increases damage, but it very likely does tip the scales in favor of using the cutting beam instead of a turret.
  • weylandjuarezweylandjuarez Member Posts: 0 Arc User
    edited December 2012
    So I went and tested this and the results surprised me - the Omega Weapon Amplifier buff actually does seem to reduce the amount that firing your weapons drains your weapon power. I'm not certain exactly how much this increases damage, but it very likely does tip the scales in favor of using the cutting beam instead of a turret.

    Given that it's a random proc that only lasts 3 seconds (enough for one volley?) it's not going to change things that much - if you're running the Kinetic Beam, the weapons amplifier is a nice bonus (when it kicks in) but it's not worth running the Kinetic Beam to get the amplifier if you know what I mean...
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  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited December 2012
    So I went and tested this and the results surprised me - the Omega Weapon Amplifier buff actually does seem to reduce the amount that firing your weapons drains your weapon power. I'm not certain exactly how much this increases damage, but it very likely does tip the scales in favor of using the cutting beam instead of a turret.

    yup...the 2-pc set bonus adds +10 weapon power and, based on the stats, +1000 weapon resistance both for 3 seconds so if your running weapon power then it would stay at 125 for 3 seconds...its probably why i use the full borg set with shield power set and i still have a 90/50 power bonus...before the 2-pc procs lol.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    Given that it's a random proc that only lasts 3 seconds (enough for one volley?) it's not going to change things that much - if you're running the Kinetic Beam, the weapons amplifier is a nice bonus (when it kicks in) but it's not worth running the Kinetic Beam to get the amplifier if you know what I mean...

    It seems to proc off of all damage - not just damage from the beam itself - so the uptime on the buff ends up being pretty decent. I'm not 100% certain which is a better setup, but given that it was fairly close just looking at the damage from turrets and the cutting beam in parses, the overall damage increase from the 2pc proc likely puts the cutting beam ahead of a turret.
  • starkaosstarkaos Member Posts: 11,557 Arc User
    edited December 2012
    If people are having problems with cutting beam, then they can get the Omega Weapon Amplifier buff with the assimilated console and Omega Torpedo Launcher. Not sure what the 3 piece bonus is though since its not really clear about what it does.

    My main issue is figuring out what Torpedo Launcher to use. Don't know about the stats on the Romulan Hyper-Plasma Launcher, but I will know its stats tomorrow unless its bugged and get myself the Omega Torpedo Launcher tomorrow as well.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited December 2012
    I replaced a Tetryonic (Tet.) MXII borg turret with the cutting beam. Normally I run a Long Range Retro fit with 3 MarkXII Tet. Borg turrets in the back. In front I run Tet. Mark XII Beam Array and Tet. Mark XII Cannon along with a Mark XII Photon Torp, all Borg weapons.

    My make or brake test was in CSE. I do not know how to run a program that logs you damage but I normally can destroy two incoming bop's by using GW then Sensor Scan on the first. I then activate Rapid Cannon Fire and Tact Team I. I can finish the first bop tractor the second to hold it. The explosion and a few seconds of remaining fire finish off the second bop.


    Using the cutting beam in place of the Tet turret I could not drop the first bop's shields quick enough. I ended up having to tail the first for a bit and the second bop got away from me.

    Long story short: Not worth it for me. The cutting beam is effective when shields drop but swapping out a Tet. turret lengthened the time to knock an opponents shields out. And the damage output to the hull once the shield was down did not make up for lost time removing the shields.
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  • vesterengvestereng Member Posts: 2,252 Arc User
    edited December 2012
    I got the borg set and cutting beam out of boredom.

    Mainly I was disappointed in the torpedo animation when used with high yield.

    DPS wise I don't feel much of a difference and cutting beam I hardly pay attention to it.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited December 2012
    This weapon needs a buff.
    The reason torpedoes are so nasty has nothing to do with their damage type. They are so nasty because they do a few thousand damage per hit with the torpedo abilities allowing for multiple huge hits (HYT is directly on the hull, TS is AOE, but both are nasty). The Kinetic damage just results in a huge damage decrease vs shields.

    I run science vessels. My main ship has MK XII tetryon beam arrays from the old STF store (purples with [BORG]) and I have 3 blue MK XI consoles boosting their damage (so I am somewhat behind on my maximum potential). The cutting beam does about 100 less damage per shot against hulls. Because it's kinetic, against shields, there's a huge damage loss. Against hulls, this is only a moderate improvement over turrets, against shields, it's a downgrade.

    What they need to do is either buff the damage so against hulls it's somewhere in between beams and torpedos DPS wise or they need to give it some sort of shield penetration (better yet, both, getting in range of the borg's cutting beams is a holy **** moment because they eat hull like your shields aren't even there, and these are supposed to be salvaged from those same borg ships). I don't even understand why it's a kinetic beam, the cutting beams the Borg NPCs use are AP weapons, give us an AP cutting beam and at least it would be able to be buffed by consoles.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    I run science vessels. My main ship has MK XII tetryon beam arrays

    The cutting beam's firing arc means it's meant to compare with turrets, not beam arrays that have a smaller firing arc. For a sci ship running DBB+torps+turrets (which is most sci ships, since you have to face forward for most sci abilities), the cutting beam is better than a turret.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited December 2012
    The cutting beam's firing arc means it's meant to compare with turrets, not beam arrays that have a smaller firing arc. For a sci ship running DBB+torps+turrets (which is most sci ships, since you have to face forward for most sci abilities), the cutting beam is better than a turret.

    Only in certain circumstances.
    As a kinetic weapon, damage is greatly reduced versus shields, meaning it's worse against many targets than a turret. With damage comparable to a turret against hull, it won't make up for the increase time it takes to reach hull.

    It's a minor improvement when hitting nanites and gates, and a significant downgrade against everything else. Additionally, it doesn't take boff abilities; a turret at least can take cannon rapid fire to boost it's dps; once you factor that in, this beam is worse than anything else you can fit.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited December 2012
    Only in certain circumstances.
    As a kinetic weapon, damage is greatly reduced versus shields, meaning it's worse against many targets than a turret. With damage comparable to a turret against hull, it won't make up for the increase time it takes to reach hull.

    It's a minor improvement when hitting nanites and gates, and a significant downgrade against everything else. Additionally, it doesn't take boff abilities; a turret at least can take cannon rapid fire to boost it's dps; once you factor that in, this beam is worse than anything else you can fit.

    I'm aware of that, and I've done damage parses in STFs to see how it actually compares. For a ship that has energy consoles for its turrets but is not running cannon abilities, such as most sci ships, the cutting beam is in practice a pure upgrade from a fleet turret. For a ship that does run cannon abilities, such as an escort, the cutting beam comes out slightly behind just using another fleet turret, but the difference is minor and it's very likely that the 2-piece set bonus makes the cutting beam better (the proc doesn't show up directly on the cutting beam's damage, but rather buffs all energy damage, making its value harder to determine).

    This isn't theory, this is the actual results I've seen. I thought along your lines - that the reduced shield damage would make the cutting beam useless - but I went and tested to find out if that was actually true. If you've run parses in ACT or something similar that have different results, I'd love to see them.
  • lostusthornlostusthorn Member Posts: 844
    edited December 2012
    My own analyzes of the cuting beam is that it does in general more damage then a turret buffed with CSV and backed by 4 purple tac consoles for the energy type. Plus when it procs, you pretty much have 125 weapon energy with 8 guns blazing.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    My "issues" with the beam are aesthetics: the color and the sound.
  • jacenjacen24jacenjacen24 Member Posts: 159 Arc User
    edited December 2012
    I think there is a skill you choose in the omega tree that gives a chance for 100% shield penetration. Would the cutting beam be affected by that proc?

    If it is, then if you plan on the cutting beam you should definitely choose option in the tree.
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