How many threads do we all have to make on this issue?
Under the current system, every weapon with a lower DPS than a Dual Cannon gets penalized twice for having a better firing arc: once by having a lower DPS and once by having a lower efficiency (power usage VS DPS).
Yes, dual cannons and dual heavy cannons should absolutely have the best DPS in the game. But should all the other weapons be so inefficient that an already lower DPS becomes an absolutely pathetic DPS when using eight of them (at max power level)? Tactical already gets attack pattern buffs (even more DPS) and DPS abilites while everyone else gets...inefficient weapons.
Sure, engineers get eptw3 but all ship systems are hard-capped to 125 so that doesn't really help.
I'm not arguing with a boost of any sort to beam weaponry, but I have to ask...what purpose will torpedoes serve if cruisers can run 8 beams with little power drain?
Depends on the boost. Im not asking for much of a boost and maybe they could even increase the power drain on cannons to meet beams halfway. Torps would then keep their purpose and everyone save for the escorts win.
Though its kinda bad when the most commonly seen escort build is always 4 cannons and 3 turrets, max dps builds. Escorts should also have a variety of builds. But that my opinion. Hate me for it if you wish or try to reason with me. My word isn't law.
Depends on the boost. Im not asking for much of a boost and maybe they could even increase the power drain on cannons to meet beams halfway. Torps would then keep their purpose and everyone save for the escorts win.
Though its kinda bad when the most commonly seen escort build is always 4 cannons and 3 turrets, max dps builds. Escorts should also have a variety of builds. But that my opinion. Hate me for it if you wish or try to reason with me. My word isn't law.
The reason this will never happen: Escort-only power-gamers will derail any threads suggesting this with their incessant whinging about how terrible their life is, how OP cruisers and science ships are, how escorts are the only ships in the game that need DPS and the ability to turn, that escorts need to tank like cruisers, etc.
In short, the escort is king corn on TRIBBLE hill right now, and none of its fans want that to change.
Aside from that, the only other way I can see the promotion of more builds is to give tac consoles dimishing returns to further promote the use of consoles like Warhead Yield Chamber or Directed Energy Distribution Manifold or even Prefire Chamber.
I'm not arguing with a boost of any sort to beam weaponry, but I have to ask...what purpose will torpedoes serve if cruisers can run 8 beams with little power drain?
Its a lot of power drain, even with all the mitigating abilities out there. Someone did some basic testing last week and posted (thread's around here somewhere) and apparently most of the drain-mitigating powers don't even work correctly. Combine that with how long the drain lasts (beams are the full firing cycle, cannons are just bang-and-done), and that cripples beams more than any base-damage differences.
Tangentally, I wonder why there are so many of these threads lately?
Its a lot of power drain, even with all the mitigating abilities out there. Someone did some basic testing last week and posted (thread's around here somewhere) and apparently most of the drain-mitigating powers don't even work correctly. Combine that with how long the drain lasts (beams are the full firing cycle, cannons are just bang-and-done), and that cripples beams more than any base-damage differences.
Tangentally, I wonder why there are so many of these threads lately?
I'm not arguing with a boost of any sort to beam weaponry, but I have to ask...what purpose will torpedoes serve if cruisers can run 8 beams with little power drain?
I posted some suggestions recently, so far the escorts rule crowd have been trying to turn it into a ship vs ship argument.
Aside from that, the only other way I can see the promotion of more builds is to give tac consoles dimishing returns to further promote the use of consoles like Warhead Yield Chamber or Directed Energy Distribution Manifold or even Prefire Chamber.
Personally I'd like to see exactly this added; diminishing returns probably shouldn't be quite as severe as for armour consoles, but it should leave mixed energy weapon + kinetic weapon tactical console builds at least semi-viable. I have an escort with a lot of cannons, but also a torpedo launcher, but currently I find that swapping any energy weapon console for a kinetic damage one is just a waste of a tactical console slot.
[edit]
As lolimpicard points out, it's possible to build cruisers that don't suffer too much from weapon drain, especially since you should have four engineering console slots which are ideal for an EPS Flow Regulator, which will let your power levels recover a lot faster each time you fire. There are also tons of bonuses you can use, the M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems which also make a noticeable difference. Sure, Escorts can take advantage of power transfer too, but not as easily due to more limited console slots, so those that do do it to keep their DPS up but will have to sacrifice damage resistance to do-so.
[edit]
As lolimpicard points out, it's possible to build cruisers that don't suffer too much from weapon drain, especially since you should have four engineering console slots which are ideal for an EPS Flow Regulator, which will let your power levels recover a lot faster each time you fire. There are also tons of bonuses you can use, the M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems which also make a noticeable difference. Sure, Escorts can take advantage of power transfer too, but not as easily due to more limited console slots, so those that do do it to keep their DPS up but will have to sacrifice damage resistance to do-so.
EPS flow regulators do squat for weapon power drain. They only help recover from using an BOFF ability like Beam Overload.
How many threads do we all have to make on this issue?
Under the current system, every weapon with a lower DPS than a Dual Cannon gets penalized twice for having a better firing arc: once by having a lower DPS and once by having a lower efficiency (power usage VS DPS).
Yes, dual cannons and dual heavy cannons should absolutely have the best DPS in the game. But should all the other weapons be so inefficient that an already lower DPS becomes an absolutely pathetic DPS when using eight of them (at max power level)? Tactical already gets attack pattern buffs (even more DPS) and DPS abilites while everyone else gets...inefficient weapons.
Sure, engineers get eptw3 but all ship systems are hard-capped to 125 so that doesn't really help.
Simple: All energy weapons should have their power consumption raised/lowered based on the power setting.
Make beams have the best power:dmg ratio. Let cannons have worst.
That way cannons STILL remain the best SPIKE damage dealers and beams can be the best damage-over-time dealers.
The problem is people putting 7 or 8 energy weapons on ships without a weapon power bonus.
Your mistake, your problem.
Most Escorts fit 3 DHCs and 3 turrets: 6 energy weapons.
You want to use 25% more energy weapons than an Escort?
Without a +15 to Weapon Power?
And without burning through whatever weapon power you have?
Good luck. :rolleyes:
And by the way: It's well possible, altho apparently those people can't figure it out.
Says the person that obviously only runs escort builds. I am able to constantly run my Cruiser at the hard-cap 125 power using 2 copies of EPTW1, and maxed Starship Warp Core Potential & Starship Weapon Performance. However, that does nothing since 7 or 8 Beam weapons still choke themselves on energy. Even EPTW3 doesn't help Engineers much since every category of ship power is hard-capped at 125 and you only get the +16.6% all Energy Damage strength for a whopping 5 sec.
Personally I'd like to see exactly this added; diminishing returns probably shouldn't be quite as severe as for armour consoles, but it should leave mixed energy weapon + kinetic weapon tactical console builds at least semi-viable. I have an escort with a lot of cannons, but also a torpedo launcher, but currently I find that swapping any energy weapon console for a kinetic damage one is just a waste of a tactical console slot.
[edit]
As lolimpicard points out, it's possible to build cruisers that don't suffer too much from weapon drain, especially since you should have four engineering console slots which are ideal for an EPS Flow Regulator, which will let your power levels recover a lot faster each time you fire. There are also tons of bonuses you can use, the M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems which also make a noticeable difference. Sure, Escorts can take advantage of power transfer too, but not as easily due to more limited console slots, so those that do do it to keep their DPS up but will have to sacrifice damage resistance to do-so.
The devs have repeatedly stated that EPS Flow Regulators only boost power transfer rate, they don't boost dps. EPS Flow Regulators will allow you to shift power between systems more quickly and if you are using beam overload they will help recover from that drain more quickly (as well as full impulse drain). However, they DO NOT boost DPS.
The M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems but they just act like EPS flow regulators that boost power transfer rates, and NOT DPS.
Random Added Comment:
The boost from the Rommie and MACO sets do increase the amount of power you get from EPtX. As for my opinion on BAs, just look at the zillions of threads on BAs. You will almost guarantee see something from me.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
The reason this will never happen: Escort-only power-gamers will derail any threads suggesting this with their incessant whinging about how terrible their life is, how OP cruisers and science ships are, how escorts are the only ships in the game that need DPS and the ability to turn, that escorts need to tank like cruisers, etc.
In short, the escort is king corn on TRIBBLE hill right now, and none of its fans want that to change.
Correction, anyone who PvPs will derail this thread.
Correction, anyone who PvPs will derail this thread.
Well thats not entirely true. I would like better weapon drain mechanics for beams and the cannons except DHCs which I think they got right and I pvp as an occassional funbit.
I just dont wish to see the whole mechanic knocked out of whack in a different direction instead of actually balanced.
Well thats not entirely true. I would like better weapon drain mechanics for beams and the cannons except DHCs which I think they got right and I pvp as an occassional funbit.
I just dont wish to see the whole mechanic knocked out of whack in a different direction instead of actually balanced.
Unless they fix FAW, Beams should remain exactly how they are.
Unless they fix FAW, Beams should remain exactly how they are.
Last I heard FaW was fixed. By fixed I mean bugged in a manner that makes the ability perform worse than it should, not better. So working as intended, not desired.
Last I heard FaW was fixed. By fixed I mean bugged in a manner that makes the ability perform worse than it should, not better. So working as intended, not desired.
Granted I havn't pvped in a couple of months, but I remember a couple devs clearly stating how they "cant" fix it not without "re-writing it"
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Cut the +dmg boost of tactical consoles to half, on both energy type and beam/cannon consoles.
Improve the tactical +beam dmg consoles so that they also grant +weapon energy resistance
Improve the tactical +cannon dmg consoles so that they also grant +weapon energy resistance
That should lower the gap between 2 console ships and 5 console ships as well as between low dmg weapons / high dmg weapons.
It would make 2 types of useless consoles useable
People would have the opportunity to either go for max dmg, or max efficiency
Would need to tweak the heals tho.
"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.”
Honestly, I am beginning to think that the whole weapon power drain mechanic is not a good idea in the first place. It may be worth considering to remove power drain completely, and change the engineer's Nadeon Inversion to a general "+25% bonus to all energy weapons" or something like it (and don't take that number to serious, it's just an example; obviously it should be balanced so that it does essentially give a bonus similar to the one it gives now on an 8-beam weapon ship).
Because without power drain, weapon damage is much easier to compute and thus, to balance.
That is an interesting line of thought and it certainly would simplify an number of things. Not exactly an minor overhaul though.
That is an interesting line of thought and it certainly would simplify an number of things. Not exactly an minor overhaul though.
erm.
repalce all weapon drain stats with 0 on tribble. test.
Here is another proposition:
We just copy the tripple damned DHC's.
Reduce the cycle time and number of pulses in BA's to match DHC energy consumption patterns. Adjust the damage stat so that it (for now) matches the current end dps of the array.
Put on tribble. Test.
Or better: Just make it ONE pulse every 4 seconds, and have that pulse carry the damage from a current full cycle.
Slow hammerblows, steady, unyielding. wham .wham. wham. wham. like a hamemr striking the iron (and constant pressure damage is what all escort captains want cruisers to do, this would be it. The base end dps is nominally the same, naturally the power drain issue will go away and we can have a more detailed look at the damage and if it needs further down or up scaling) Has the nice side effect of doing away with the disco beam spacecombat.
How about we make all consoles have diminishing returns. This includes the tacticals and field generators. Wouldn't that even the playing field? 5 and 4 tac console escorts would not be in so much of another league DPS wise from 3 and 2 tac console cruisers and SVs. The DHCs still give them an advantage in terms of damage and power drain, but things are more equal than they were before. High sci slot ships also suffer because of the field gens being effected. Armour consoles already have diminishing returns.
How about we make all consoles have diminishing returns. This includes the tacticals and field generators. Wouldn't that even the playing field? 5 and 4 tac console escorts would not be in so much of another league DPS wise from 3 and 2 tac console cruisers and SVs. The DHCs still give them an advantage in terms of damage and power drain, but things are more equal than they were before. High sci slot ships also suffer because of the field gens being effected. Armour consoles already have diminishing returns.
You want to fix the broken beam power drain by adjusting something that has absolutely nothing to do with it?
If you nerf the consoles as you want, you will lower the damage of everyone in the game, resulting in even weaker cruisers and scis while escorts still reign supreme due to the fact that their guns arent fundamentally ill conceived.
+ the overall goal is to make Beam arrays useful, not to nerf escorts (if anything we should use the escort as a baseline to place the other ships)
This is a thread about the BA's Self crippling way of function.
This is a thread about the BA's Self crippling way of function.
I am perfectly aware of that and you don't need to adopt a patronizing tone. I was offering an alternative to the usual "nerf BA power drain", which has been floating around for so long without any dev interest that it is clear nothing will be done about it.
I have to wonder if the reason that Cryptic has no interest in looking at weapons, bluntly, because most players are terrible. If their stats say that dual cannons and beam arrays do approximately similar damage, thanks to a majority of players simply not knowing that they have to crank their weapon power to maximum and stay on target, then they won't change anything. The difference between a poorly captained beam boat and a poorly captained cannons boat probably isn't that great. Where the situation becomes completely laughable is when skilled players invest weeks into fine tuning their ship, and the cannon loadouts completely pulverize every other alternative.
I have to wonder if the reason that Cryptic has no interest in looking at weapons, bluntly, because most players are terrible.
this.
and im guessing most here dont PvP, oh we love a good hullheallin never-say-die cruiser. The most intelligent captains can dish out secondary dps too. mmmmhmmm...
Yeah... this is slightly confusing. It's only recently that these "change (not buff mind you) beam mechanics" threads have really started a resurgence, but after reading a lot of them and a lot of older ones, it does make me wonder... Because at this point, we not only have our usual "buff cruiser" crowd saying this, but now we got what I know are dedicated escort pilots commenting that there is something wrong here.
And since BAs have been derped so hard and so many people have been either asking for a drain reduction or damage return, one does have to wonder if the devs really even care at this point.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
I have to wonder if the reason that Cryptic has no interest in looking at weapons, bluntly, because most players are terrible. If their stats say that dual cannons and beam arrays do approximately similar damage, thanks to a majority of players simply not knowing that they have to crank their weapon power to maximum and stay on target, then they won't change anything. The difference between a poorly captained beam boat and a poorly captained cannons boat probably isn't that great. Where the situation becomes completely laughable is when skilled players invest weeks into fine tuning their ship, and the cannon loadouts completely pulverize every other alternative.
This x100 combined with the vast majority having no clue how the game mechanics work. Which isn't really their fault since Cryptic refuses to release said info in an official manner for the most part.
Comments
Though its kinda bad when the most commonly seen escort build is always 4 cannons and 3 turrets, max dps builds. Escorts should also have a variety of builds. But that my opinion. Hate me for it if you wish or try to reason with me. My word isn't law.
The reason this will never happen: Escort-only power-gamers will derail any threads suggesting this with their incessant whinging about how terrible their life is, how OP cruisers and science ships are, how escorts are the only ships in the game that need DPS and the ability to turn, that escorts need to tank like cruisers, etc.
In short, the escort is king corn on TRIBBLE hill right now, and none of its fans want that to change.
Its a lot of power drain, even with all the mitigating abilities out there. Someone did some basic testing last week and posted (thread's around here somewhere) and apparently most of the drain-mitigating powers don't even work correctly. Combine that with how long the drain lasts (beams are the full firing cycle, cannons are just bang-and-done), and that cripples beams more than any base-damage differences.
Tangentally, I wonder why there are so many of these threads lately?
I posted some suggestions recently, so far the escorts rule crowd have been trying to turn it into a ship vs ship argument.
http://sto-forum.perfectworld.com/showthread.php?t=526491
and torpedos always have a place in hull smashing, somethig you just can do with anything else.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
[edit]
As lolimpicard points out, it's possible to build cruisers that don't suffer too much from weapon drain, especially since you should have four engineering console slots which are ideal for an EPS Flow Regulator, which will let your power levels recover a lot faster each time you fire. There are also tons of bonuses you can use, the M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems which also make a noticeable difference. Sure, Escorts can take advantage of power transfer too, but not as easily due to more limited console slots, so those that do do it to keep their DPS up but will have to sacrifice damage resistance to do-so.
Game Balance - Ship Size and Wingmates
Your mistake, your problem.
Most Escorts fit 3 DHCs and 3 turrets: 6 energy weapons.
You want to use 25% more energy weapons than an Escort?
Without a +15 to Weapon Power?
And without burning through whatever weapon power you have?
Good luck. :rolleyes:
And by the way: It's well possible, altho apparently those people can't figure it out.
He's dead, Jim.
EPS flow regulators do squat for weapon power drain. They only help recover from using an BOFF ability like Beam Overload.
Simple: All energy weapons should have their power consumption raised/lowered based on the power setting.
Make beams have the best power:dmg ratio. Let cannons have worst.
That way cannons STILL remain the best SPIKE damage dealers and beams can be the best damage-over-time dealers.
Says the person that obviously only runs escort builds. I am able to constantly run my Cruiser at the hard-cap 125 power using 2 copies of EPTW1, and maxed Starship Warp Core Potential & Starship Weapon Performance. However, that does nothing since 7 or 8 Beam weapons still choke themselves on energy. Even EPTW3 doesn't help Engineers much since every category of ship power is hard-capped at 125 and you only get the +16.6% all Energy Damage strength for a whopping 5 sec.
The devs have repeatedly stated that EPS Flow Regulators only boost power transfer rate, they don't boost dps. EPS Flow Regulators will allow you to shift power between systems more quickly and if you are using beam overload they will help recover from that drain more quickly (as well as full impulse drain). However, they DO NOT boost DPS.
The M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems but they just act like EPS flow regulators that boost power transfer rates, and NOT DPS.
The boost from the Rommie and MACO sets do increase the amount of power you get from EPtX. As for my opinion on BAs, just look at the zillions of threads on BAs. You will almost guarantee see something from me.
Correction, anyone who PvPs will derail this thread.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Well thats not entirely true. I would like better weapon drain mechanics for beams and the cannons except DHCs which I think they got right and I pvp as an occassional funbit.
I just dont wish to see the whole mechanic knocked out of whack in a different direction instead of actually balanced.
R.I.P
Unless they fix FAW, Beams should remain exactly how they are.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Last I heard FaW was fixed. By fixed I mean bugged in a manner that makes the ability perform worse than it should, not better. So working as intended, not desired.
Granted I havn't pvped in a couple of months, but I remember a couple devs clearly stating how they "cant" fix it not without "re-writing it"
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Which, and this was posted only a few days ago, it appears they have gotten on this, and we might in fact be seeing some fixes soon.
Ive hazzard to think that if they fixed beams the current bugged FAW would actually worked in a psuedo-proper way.
R.I.P
Cut the +dmg boost of tactical consoles to half, on both energy type and beam/cannon consoles.
Improve the tactical +beam dmg consoles so that they also grant +weapon energy resistance
Improve the tactical +cannon dmg consoles so that they also grant +weapon energy resistance
Would need to tweak the heals tho.
That is an interesting line of thought and it certainly would simplify an number of things. Not exactly an minor overhaul though.
erm.
repalce all weapon drain stats with 0 on tribble. test.
Here is another proposition:
We just copy the tripple damned DHC's.
Reduce the cycle time and number of pulses in BA's to match DHC energy consumption patterns. Adjust the damage stat so that it (for now) matches the current end dps of the array.
Put on tribble. Test.
Or better: Just make it ONE pulse every 4 seconds, and have that pulse carry the damage from a current full cycle.
Slow hammerblows, steady, unyielding. wham .wham. wham. wham. like a hamemr striking the iron (and constant pressure damage is what all escort captains want cruisers to do, this would be it. The base end dps is nominally the same, naturally the power drain issue will go away and we can have a more detailed look at the damage and if it needs further down or up scaling) Has the nice side effect of doing away with the disco beam spacecombat.
You want to fix the broken beam power drain by adjusting something that has absolutely nothing to do with it?
If you nerf the consoles as you want, you will lower the damage of everyone in the game, resulting in even weaker cruisers and scis while escorts still reign supreme due to the fact that their guns arent fundamentally ill conceived.
+ the overall goal is to make Beam arrays useful, not to nerf escorts (if anything we should use the escort as a baseline to place the other ships)
This is a thread about the BA's Self crippling way of function.
I am perfectly aware of that and you don't need to adopt a patronizing tone. I was offering an alternative to the usual "nerf BA power drain", which has been floating around for so long without any dev interest that it is clear nothing will be done about it.
this.
and im guessing most here dont PvP, oh we love a good hullheallin never-say-die cruiser. The most intelligent captains can dish out secondary dps too. mmmmhmmm...
Interested in Role Playing? Join the 12th Fleet Science division!
And since BAs have been derped so hard and so many people have been either asking for a drain reduction or damage return, one does have to wonder if the devs really even care at this point.
This x100 combined with the vast majority having no clue how the game mechanics work. Which isn't really their fault since Cryptic refuses to release said info in an official manner for the most part.