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Just in case there was any doubt about what was wrong with beam arrays.

momawmomaw Member Posts: 0 Arc User
Setup:
6 disruptor beam arrays
1 romulan experimental beam array
1 borg cutting beam

Target: 9.5km distant

With no attempts to mitigate power drain, average damage with the disruptors was 327.

With plasmonic leech (+2.2 power per hit, max +11) and chained Emergency Power To Weapons 1 (+22 power), average damage with the disruptors was 348.

With plasmonic leech, chained EPTW1, and 4 plasma manifolds (+14 power), average damage with the disruptors was 387.

That should be a total of +47 to weapon power.

However,
With nadion inversion, average damage with the disruptors was 487.

Just to recap, using leech and EPTW chain gained me 6% actual damage, while using every slot available for power consoles got me 18%. Turning off power drain got me 48% more damage.

Problem with beam arrays: power drain is insane and making every sensible effort to mitigate it barely helps.

:)
Post edited by momaw on
«13456

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    assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited January 2013
    You do know that ships are supposed to equip both, energy weapons and torpedoes?
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2013
    Ouch. I already knew that controlling drain was the key with BAs, but I didn't know EPTW or even the Plasmonic Leech was so useless. That can't be 'working as intended.'
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    sophlogimo wrote: »
    It makes sense that such powerful beam weapons will drain energy out of the weapon capacitators.

    What does not make sense, though, is that there are weapons (all types of cannons, most notably the DHC's) for which this is somehow not the case, yet they do even more damage. WTF.

    No surprise here. Since dev team is full of tac/escort loving DS9 fanboys :P
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    kevaldtkevaldt Member Posts: 0 Arc User
    edited January 2013
    The problem here is the amount of beams going off at the same time, no ship can handle that much and its even a tooltip!

    The most I would pack on one ship is 5, 2 up front with 2 torps and 3 on back with a torp or the cutting beam.
    [SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
    Joined - 9/2011
    "You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2013
    sophlogimo wrote: »
    It makes sense that such powerful beam weapons will drain energy out of the weapon capacitators.
    That would be true if beam weapons were actually powerful. This, however, is untrue: They are actually the most impotent weapons outside of turrets.
    [SIGPIC][/SIGPIC]
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    The problem with beam arrays, are that they cannot be linked. There should be just way to shoot one beam instead three with 3 beam arrays, if you link them. You would have reduced chance for procs, but increased base dmg, hence higher crits.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    jslynjslyn Member Posts: 1,788 Arc User
    edited January 2013
    dalnar83 wrote: »
    The problem with beam arrays, are that they cannot be linked.



    Right-Click the weapon icons to link them together in Auto-Fire. Linked weapons will get a green highlight on the icon.


    dalnar83 wrote: »
    There should be just way to shoot one beam instead three with 3 beam arrays, if you link them.



    Push the icon for the one Beam that you wish to fire? I am guessing here as I haven't tried it myself.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    That's just autofire, nothing more.

    What I meant, is to if you have 4 beam arrays front. You could link them to one big array, doing same dps, but with higher dmg value and less hits per volley. Something you see in movies.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    shapeywhelmshapeywhelm Member Posts: 0 Arc User
    edited January 2013
    I can pull close to 10k dps in a galor using 8 beams. (6 plasma 1 experimental romulan, 1 cutting)

    it's all about the build.
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    walshicuswalshicus Member Posts: 1,314 Arc User
    edited January 2013
    Personally I think a complete revamp of how the weapon model functions in the game is needed.

    1) Differentiate ships more with new weapon types (e.g. Beam lance, beam turret)
    2) Add new firing arcs (at least port and starboard)
    3) Differentiate weapons more by optimal and maximum firing range
    4) Make some weapon slots on ships require a set type. So all Federation ships would generally have at least one beam array for example.


    It would be nice if ships were only firing one or two individual beams at a time, to reduce the visual clutter. If we had a weapon model more similar to the Star Fleet Command games' we'd have a lot more space for new ship types to expand into.
    http://mmo-economics.com - analysing the economic interactions in MMOs.
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    shapeywhelmshapeywhelm Member Posts: 0 Arc User
    edited January 2013
    sophlogimo wrote: »
    So what is your build?

    lots of aux to battery boff powers and doffs to buff it, emergency weapon power, dem III, that on top of being an engi so I can further buff power/energy drain.
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    eatsmarteatsmart Member Posts: 134 Arc User
    edited January 2013
    momaw wrote: »
    Setup:
    6 disruptor beam arrays
    1 romulan experimental beam array
    1 borg cutting beam

    Target: 9.5km distant

    With no attempts to mitigate power drain, average damage with the disruptors was 327.

    With plasmonic leech (+2.2 power per hit, max +11) and chained Emergency Power To Weapons 1 (+22 power), average damage with the disruptors was 348.

    With plasmonic leech, chained EPTW1, and 4 plasma manifolds (+14 power), average damage with the disruptors was 387.

    That should be a total of +47 to weapon power.

    However,
    With nadion inversion, average damage with the disruptors was 487.

    Just to recap, using leech and EPTW chain gained me 6% actual damage, while using every slot available for power consoles got me 18%. Turning off power drain got me 48% more damage.

    Problem with beam arrays: power drain is insane and making every sensible effort to mitigate it barely helps.

    :)

    How are you getting such low damage numbers o.0 are you powering them by treadmill?

    This work in progress build is getting 550-650 avg damage per shot without powers active, and 1100-1250 per shot during NI+faw+omega

    chol grett:
    6 green xi disruptors [acc]
    2 placeholder torpedoes front/back

    eng: armour resists
    sci: assimilated, fleet xi +tht shield emitter; zero point module
    tac: 4x green xi disruptors

    boff powers: tt1x2 faw2x2, apo1, apo3 ; EptS1x2, RSP1 ; HE1 HE2 TSS3;

    this isnt even on a tac or with any serious effort into dps
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    bareelbareel Member Posts: 3 Arc User
    edited January 2013
    What I would love to see from those who claim beams are 'fine'.

    Video of you killing the starbase in the Tau system. I can do it in all of my cannon ships but have yet to see a beam boat do it.
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    eulifdaviseulifdavis Member Posts: 0 Arc User
    edited January 2013
    bareel wrote: »
    What I would love to see from those who claim beams are 'fine'.

    Beams are fine. If you're trying to match cannon DPS, you're doing it wrong. Beams =/= cannons. Larger firing arc = lesser damage output. It's really that simple.

    Beams will never achieve the same damage output of cannons. If you want that much damage, start flying a ship that can load cannons.
    [SIGPIC][/SIGPIC]
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    eulifdavis wrote: »
    Beams are fine. If you're trying to match cannon DPS, you're doing it wrong. Beams =/= cannons. Larger firing arc = lesser damage output. It's really that simple.

    Beams will never achieve the same damage output of cannons. If you want that much damage, start flying a ship that can load cannons.

    Beams are fine, said the escort. Main problem is perhaps in the fact, that escorts tank/evade on par on cruisers, but do much more dmg. So obviously people in cruisers want also give a punch with their beams...
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    eulifdaviseulifdavis Member Posts: 0 Arc User
    edited January 2013
    dalnar83 wrote: »
    Beams are fine, said the escort. Main problem is perhaps in the fact, that escorts tank/evade on par on cruisers, but do much more dmg. So obviously people in cruisers want also give a punch with their beams...

    If you think escorts can "tank/evade on par with cruisers", you're sadly mistaking. First off, cruisers don't evade, they're slow lumbering boats. They get more hull points, more engineering stations, and when flown by an engineer, get innate heals and even greater healing bonuses. Cruisers can, and always will, out-heal an escort. They will ALWAYS be capable of absorbing more damage than an escort.

    The only thing an escort can do is kill its target before its target kills the escort. We escort pilots have become quite good at that, which is why many players seem to be under the incredibly wrong assumption that escorts can tank.
    [SIGPIC][/SIGPIC]
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    cletusdeadmancletusdeadman Member Posts: 248 Arc User
    edited January 2013
    bareel wrote: »
    What I would love to see from those who claim beams are 'fine'.

    Video of you killing the starbase in the Tau system. I can do it in all of my cannon ships but have yet to see a beam boat do it.

    I did it with a Vesta, but I didn't make a video. I started shooting at it, went to McDonalds for a Big Mac, dropped off the water bill at the local municiple, then came home, ate my Big Mac, watched the Regeneration episode of Enterprise, and...
    POP!
    It was gone.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    eulifdavis wrote: »
    If you think escorts can "tank/evade on par with cruisers", you're sadly mistaking. First off, cruisers don't evade, they're slow lumbering boats. They get more hull points, more engineering stations, and when flown by an engineer, get innate heals and even greater healing bonuses. Cruisers can, and always will, out-heal an escort. They will ALWAYS be capable of absorbing more damage than an escort.

    The only thing an escort can do is kill its target before its target kills the escort. We escort pilots have become quite good at that, which is why many players seem to be under the incredibly wrong assumption that escorts can tank.

    Obviously, you have never tried to do tanky escort build.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    eulifdaviseulifdavis Member Posts: 0 Arc User
    edited January 2013
    sophlogimo wrote: »
    If you are reading this thread as "beams should do the same damage as cannons", then you are doing it wrong.

    Sure a DHC ship should do significantly more damage with its 4 front DHC's than a Single Beam array (or even DBB) ship with its 4 forward beam weapons. After all, it is sacrificing something for it. However, it is not sacrificing as much as it gets. I am better off with using a 4DHC/4 turret build on my extremely-low turning BortasQu in terms of "dps under red alert" than when using a 6beam/2torps build. I can even get by with just 2 tactical teams and 1 CRF1 as my only tactical powers, because that way, the DHC cannon ship still outperforms a beam ship that uses A Lt Com tac for the beams.

    That is the issue.

    Doing a straight math comparison, in simple language for you (using Mk XII):

    DHC: 45 degree arc, 384 base damage, 256 base DPS
    Beam array: 250 degree arc, 220 base damage, 176 base DPS

    Beam arrays get almost 600% the firing arc of DHCs, but only take a 43% decrease in base damage. Or, flipped another way, DHCs do approximately 170% as much damage as beam arrays, but take a 82% decrease in their firing arc.

    The DPS calculations have very similar numbers: DHCs do only 50% more base DPS.

    According to the math above, beams should do much less damage than they currently do, or cannons should do a whole lot more. It balances out, though, because a cruiser can consistently keep broadsiding targets with their beams, while an escort has to face their target and keep one single shield facing subject to almost all the incoming fire. Cruisers can rotate from one side to the other, turn to fire torpedos, etc.

    Now you try telling me, again, what's wrong with beams?
    [SIGPIC][/SIGPIC]
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    eulifdaviseulifdavis Member Posts: 0 Arc User
    edited January 2013
    dalnar83 wrote: »
    Obviously, you have never tried to do tanky escort build.

    I fly a Steamrunner with 2x EPtS, 2x Aux2Strut, 1x HE, 2x Tactical Team. MACO shield, skill points in starship armor, shields, blah, blah, over 70 shield power, red matter capacitor, etc. That's about as "tanky" as you can make an escort. It still doesn't match the tanking capabilities of even a "half-decent" cruiser.
    [SIGPIC][/SIGPIC]
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    luxchristianluxchristian Member Posts: 0 Arc User
    edited January 2013
    eulifdavis wrote: »
    If you think escorts can "tank/evade on par with cruisers", you're sadly mistaking. First off, cruisers don't evade, they're slow lumbering boats. They get more hull points, more engineering stations, and when flown by an engineer, get innate heals and even greater healing bonuses. Cruisers can, and always will, out-heal an escort. They will ALWAYS be capable of absorbing more damage than an escort.

    The only thing an escort can do is kill its target before its target kills the escort. We escort pilots have become quite good at that, which is why many players seem to be under the incredibly wrong assumption that escorts can tank.

    My Eng can tank (in PVE) better in his Steamrunner as in his Assault Cruiser while doing more damage. Thanks to HE1, AuxSiF2 RSP, AtPO and the fact that dead enemies don't do any damage ;-)

    As a Beamboat you MUST use 2xEngie boffslots to mitigate the drain or use an AuxtB build or use some Doffs to reduce the cooldown on Emergency powers. Thats a lot of ressources and still you are doing less damage than with cannons and turrets. Even 8 Beams (thanks to the drain) are doing less damage than 4 cannons.
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