Seems like it doesn't benefits from Phaser damage tac consoles.
Wing cannons damage increasing but ability keeps original 125 weapon energy value.
It does get bonus from energy weapon skills and weapon power tho.
Since descryption says 'deals xxxxx base damage' so i guess it working as intended just need a confirmation because it already puts CD on cannon abilities seems little underpowered to me(IMHO) for 1 console slot.
Actually didn't look to see on the tactical consoles. I did do a comparison although against my KDF tac with Guramba that has same exact spec. Using 4 MK XI rare consoles on each to test, Javelin was showing up as 30k damage vs the Overload damage of 20k. As I stated in another post, Javelin is 1m cd instead of 3m, doesn't require a console(just Siege Mode to charge/use), doesn't put any Boff abilities on cd, and doesn't suffer a -50 power drain. So I totally agree in it's current state, it is underpowered.
Afaik Javelin puts Beam Overload on cd last time i played it. But it have lower CD for 1 console cost(guramba have 9) and benefits from tac consoles.
TBH I never used BO on Guramba to find that out lol. Guramba has been in game for quite some time before any 10 console ships and is not considered a Fleet level ship.
Actually didn't look to see on the tactical consoles. I did do a comparison although against my KDF tac with Guramba that has same exact spec. Using 4 MK XI rare consoles on each to test, Javelin was showing up as 30k damage vs the Overload damage of 20k. As I stated in another post, Javelin is 1m cd instead of 3m, doesn't require a console(just Siege Mode to charge/use), doesn't put any Boff abilities on cd, and doesn't suffer a -50 power drain. So I totally agree in it's current state, it is underpowered.
I concur. I got 30k+ once with all buffs running and the KDF player flying straight at me with no evasive actions (not likely ever in PvP). Sad really.... It seem like a different animation set for a slow moving rear aspect torp - and expense at that...
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I think its ridiculous that cryptic thinks that the abilities are overpowered when they have a 3 min cooldown on each. So apparently having a additional burst damage every 3 minutes is considered overpowered. Lets leave out Javelin, Lance, Lotus, and all the other mega weapons and burst powers out there with the same and shorter cooldowns. It's ridiculous that they would consider them to do game breaking burst damage. I understand if they have a 15-30 second cooldown between each other but that would be it. These consoles were made to synergize with CRF and CSV so allow them to synergize. Or roll the consoles into a single console then u can justify having everything linked together.
SO do phaser relays not buff the damageof the console attacks??? and what about the wing cannons ?? or the platforms ???
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archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
edited February 2013
The damage from your Phaser consoles probably isn't populating properly to the console power tooltip. If you activate the power and hover over your Wing Cannons, though, that should give you a more accurate estimate about the damage it deals.
As for why it deals less damage than the Gurumba's Javelin, there are a few factors involved in that:
-The Gurumba's Javelin requires going into Siege mode and gathering energy before it can be fired, so it's not as effective as an alpha strike.
-Firing the Gurumba's Javelin takes your weapons and aux completely offline for a few seconds while you transform back out of Siege Mode.
-The 5th Tactical console slot on the Tactical version of the ship gives the Overload the potential to benefit from more console slots (but we also take into account that not all of the ships using this ability will have this slot, so it's a smaller factor).
-If you have the 3 piece set bonus, the Wing Cannon Platforms will also fire Overload blasts
when you do. These deal less damage than yours, but they still contribute significant extra burst. We know that the console needs to stand on its own, but this has to be taken into account as a factor for balance.
-Wing Cannon Overload is a 2km radius AOE.
The fact that this attack is an AOE isn't quite as obvious as it needs to be and we're looking into that.
We do know that the Javelin has a shorter cooldown, and that was taken into account as well.
We are aware that some players are dissatisfied with the shared cooldowns with Cannon: Rapid Fire and Cannon: Scatter Volley, and we're considering making adjustments to these consoles after we gather more data on how effective they are.
We are aware that some players are dissatisfied with the shared cooldowns with Cannon: Rapid Fire and Cannon: Scatter Volley, and we're considering making adjustments to these consoles after we gather more data on how effective they are.
Personally I would rather just see a shared CD between Tachyon/Dispersal consoles than sharing CD with the cannon abilities themselves. I also think the Wing Cannon Platform CD needs to be lowered quite a bit. If you can't keep the pets alive/active then the 3 set and the console itself even is totally pointless. I feel like that would be a good first step in the right direction.
The set right now just doesn't "feel" right at all and looks good on paper, but in actual play it really leaves alot to be desired.
Btw, does the cannon overload miss so much as galaxy-x phaser lance ? or did the andorian ship get the "always miss" perk from lance ?
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The damage from your Phaser consoles probably isn't populating properly to the console power tooltip. If you activate the power and hover over your Wing Cannons, though, that should give you a more accurate estimate about the damage it deals.
As for why it deals less damage than the Gurumba's Javelin, there are a few factors involved in that:
-The Gurumba's Javelin requires going into Siege mode and gathering energy before it can be fired, so it's not as effective as an alpha strike.
-Firing the Gurumba's Javelin takes your weapons and aux completely offline for a few seconds while you transform back out of Siege Mode.
-The 5th Tactical console slot on the Tactical version of the ship gives the Overload the potential to benefit from more console slots (but we also take into account that not all of the ships using this ability will have this slot, so it's a smaller factor).
-If you have the 3 piece set bonus, the Wing Cannon Platforms will also fire Overload blasts
when you do. These deal less damage than yours, but they still contribute significant extra burst. We know that the console needs to stand on its own, but this has to be taken into account as a factor for balance.
-Wing Cannon Overload is a 2km radius AOE.
The fact that this attack is an AOE isn't quite as obvious as it needs to be and we're looking into that.
We do know that the Javelin has a shorter cooldown, and that was taken into account as well.
We are aware that some players are dissatisfied with the shared cooldowns with Cannon: Rapid Fire and Cannon: Scatter Volley, and we're considering making adjustments to these consoles after we gather more data on how effective they are.
Thanks for dropping in and letting us know the thinking in the back room. Whether we agree with all of it or not it's good to know you guys are at least reading this stuff.
Comments
TBH I never used BO on Guramba to find that out lol. Guramba has been in game for quite some time before any 10 console ships and is not considered a Fleet level ship.
I concur. I got 30k+ once with all buffs running and the KDF player flying straight at me with no evasive actions (not likely ever in PvP). Sad really.... It seem like a different animation set for a slow moving rear aspect torp - and expense at that...
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SO do phaser relays not buff the damageof the console attacks??? and what about the wing cannons ?? or the platforms ???
As for why it deals less damage than the Gurumba's Javelin, there are a few factors involved in that:
-The Gurumba's Javelin requires going into Siege mode and gathering energy before it can be fired, so it's not as effective as an alpha strike.
-Firing the Gurumba's Javelin takes your weapons and aux completely offline for a few seconds while you transform back out of Siege Mode.
-The 5th Tactical console slot on the Tactical version of the ship gives the Overload the potential to benefit from more console slots (but we also take into account that not all of the ships using this ability will have this slot, so it's a smaller factor).
-If you have the 3 piece set bonus, the Wing Cannon Platforms will also fire Overload blasts
when you do. These deal less damage than yours, but they still contribute significant extra burst. We know that the console needs to stand on its own, but this has to be taken into account as a factor for balance.
-Wing Cannon Overload is a 2km radius AOE.
The fact that this attack is an AOE isn't quite as obvious as it needs to be and we're looking into that.
We do know that the Javelin has a shorter cooldown, and that was taken into account as well.
We are aware that some players are dissatisfied with the shared cooldowns with Cannon: Rapid Fire and Cannon: Scatter Volley, and we're considering making adjustments to these consoles after we gather more data on how effective they are.
I know I am waiting for this myself.
The set right now just doesn't "feel" right at all and looks good on paper, but in actual play it really leaves alot to be desired.
Thanks for dropping in and letting us know the thinking in the back room. Whether we agree with all of it or not it's good to know you guys are at least reading this stuff.