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Official Warp Core Feedback Thread

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    alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited April 2013
    That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.
    What about making them Cruiser only so Beam Boats can work better?

    Not to mention that +5 max Aux power is effectively +5 max Weapon power for the Vesta...
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    squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    Not to mention that +5 max Aux power is effectively +5 max Weapon power for the Vesta...
    But only for one specific weapon- the [aux] cannons, and only under specific circumstances. Certainly not a widely viable build for everyone.
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    alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited April 2013
    squishkin wrote: »
    But only for one specific weapon- the [aux] cannons, and only under specific circumstances. Certainly not a widely viable build for everyone.
    It's niche yes, but they're already capable of Escort level (10k) DPS, this could potentially let them exceed that.

    Oh, and being able to test Very Rare Mk XII cores would be nice.
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    squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    It's niche yes, but they're already capable of Escort level (10k) DPS, this could potentially let them exceed that.

    For a science ship, gaining a bonus to some of its weapons under specific circumstances? I don't disagree that it might help, but I'm not sure it's a huge balance issue.

    it certainly isn't the same kind of issue that would occur if you just gave a [+Max Wep Pwr] core, because then everyone would use it (except maybe a Vesta.)
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    alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited April 2013
    squishkin wrote: »
    For a science ship, gaining a bonus to some of its weapons under specific circumstances? I don't disagree that it might help, but I'm not sure it's a huge balance issue.

    it certainly isn't the same kind of issue that would occur if you just gave a [+Max Wep Pwr] core, because then everyone would use it (except maybe a Vesta.)
    Just playing devil's advocate here is all.

    Still wish there was a warp core stat that helped beams, like reducing their drain per shot :(.
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    sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    Just playing devil's advocate here is all.

    Still wish there was a warp core stat that helped beams, like reducing their drain per shot :(.

    Agreed, I was hoping that would be an option with the warp cores. If we're lucky Cryptic may still add this as an possible option.
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    The extra power to engines will be nice for my Sao Paulo-class' quad phaser cannons. :)
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    causalityeffectcausalityeffect Member Posts: 178 Arc User
    edited April 2013
    First thing Cryptic have screwed up with Warp Cores: Not putting the impulse engine bonuses from the sets on them.

    I.E Reduction in Slipstream cooldown from the Omega, Enhancements to Warp speed from Borg, Maco or Fleet stuff.
    Even the power bonuses.

    By all rights the Warp Core as an item should be the source of those modifications.

    Additionally, those particular bonuses should not be tied to specific sets because its really stupid to TRIBBLE people over unless they keep 2 different engines in their inventory.
    One for actual combat and the other for flying across sector space.

    Why exactly does the Omega engines justify a Slipstream bonus while the Omega gets a Warp Speed bonus ?
    Then we have the Adapted Maco varient that gets shafted with no sector space speed bonus.

    Surely it would be a lot more consistant to have Warp Speed bonuses dictated by the Warp Core and to make those bonuses universal across all of the sets.

    The addition of warp cores has allowed Cryptic the golden chance to seperate the existing engines into Power / Sector speed buffing for Warp Cores and Combat Speed / Manuverability for the Impulse engines.
    A simple glance quickly reveals that the Warp Core is a glorified stat stick which is going to amplify power creep by giving people MORE power to weapons, engines or auxilery.

    The smarter thing to do would have been to remove power bonuses from things like the Assimilated set and put it in a lump sum on the warp core. Throw in the sector speed amplifiers and you have a justified Core that is doing what it supposed to without actually raising combat capability up a notch.

    As for making it part of the sets - This is not a good idea
    Currently people have to choose a minimum of 2 items to get a set bonus, adding a 4 item set will suddenly allow people to do 2 set combos.
    Thus we get a 2 set maco combined with a 2 set omega or Adapted or Honor. Not to mention this suddenly requires a full 4 set combo list addition to almost every set.

    The options are really:
    A: Make the Warp Core a puny stat stick that gives bonuses to sector warp speed and trivial bonuses
    B) Make the Warp Core a central stat stick which has a laundry list of bonuses it gives thus placing greater highlight on the fact this is the very heart of the ship.
    [SIGPIC][/SIGPIC]
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    squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    First thing Cryptic have screwed up with Warp Cores: Not putting the impulse engine bonuses from the sets on them.

    I.E Reduction in Slipstream cooldown from the Omega, Enhancements to Warp speed from Borg, Maco or Fleet stuff.
    Even the power bonuses.

    By all rights the Warp Core as an item should be the source of those modifications.

    Uh, no. By all rights, those benefits should attach to the warp engines. Except we don't have warp engines. We have one set of engines. So the engine benefits accrue to the engines.

    You'd have the engine benefits accrue to the powerplant.
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    mozohamozoha Member Posts: 82 Arc User
    edited April 2013
    Yes to this guys ideas.
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    jcswwjcsww Member Posts: 6,799 Arc User
    edited April 2013
    What about a Warp Core like the old version of the Efficient Impulse Engine? It gives a little bonus to each system but not as much as one to a specific system.
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    sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    jcsww wrote: »
    What about a Warp Core like the old version of the Efficient Impulse Engine? It gives a little bonus to each system but not as much as one to a specific system.

    Sounds good to me, the more variety the better.
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    captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited April 2013
    I'd love a Warp Core from Romulan's that gives Plasma DOT to weapons.
    as well as one that makes you go Warp 25 in Sector Space.

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    orondisorondis Member Posts: 1,447 Arc User
    edited April 2013
    Spent an age grinding NPCs to get some MXI-XII warp cores (all common).

    Seems fine.

    Should add some extra customization but not make anything overpowered.

    Perhaps some method to purple Mk XII's like fleet stores, doff assignments and rep rewards.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.

    Good choice, in my opinion.

    I just want some clarification on the warp speed "rescaling". Is the actual maximum speed I move in game being changed, or is this merely a display change?


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
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    squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    orondis wrote: »
    Perhaps some method to purple Mk XII's like fleet stores, doff assignments and rep rewards.

    My first thought was "nah, that's a terrible idea, let it remain random". And then I thought, Doff assignments? Hmm. Wait a second.

    Why not something like Fabricate Prototype Console, but for warp cores? A Doff assignment that requires some fairly rare/expensive input, and gives a chance for various warp cores of various rarities.

    That would make it a bit of a challenge to get a good one, but introduce some variety and another mechanism, especially for the hard-to-find Mk XII ones.
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    bluedarkybluedarky Member Posts: 548 Arc User
    edited April 2013
    Good choice, in my opinion.

    I just want some clarification on the warp speed "rescaling". Is the actual maximum speed I move in game being changed, or is this merely a display change?

    If I read it correctly, everything up to Warp 5 is the same, then it takes a jump to what was Warp 7 and Warp 10 (9.9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) is faster than before.
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    coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2013
    So Cryptic Devs... when can we expect the MACO/Omega/Borg/KHG/JemHaddar/Aegis/Vesta warp cores on Tribble?

    :P
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    orondisorondis Member Posts: 1,447 Arc User
    edited April 2013
    Warp cores aren't boosting the power level of a subsystem, unless +5 maximum engine power is different to the Borg engines +5 engine power setting.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    jcswwjcsww Member Posts: 6,799 Arc User
    edited April 2013
    I have a major complaint with the whole Warp Core implementation. Some of th engines this thing replaces were from the Rep system and cost me quite a bit of grinding and DL. I don't think that is fair to take something that took a lot of effort to get and turn it into a crappy white Mk X item.
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    neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited April 2013
    jcsww wrote: »
    I have a major complaint with the whole Warp Core implementation. Some of th engines this thing replaces were from the Rep system and cost me quite a bit of grinding and DL. I don't think that is fair to take something that took a lot of effort to get and turn it into a crappy white Mk X item.

    Nothing got replaced you have two engines now...one Warp one Impulse...and the MACO set for sector space still works in fact my ship its super fast...Ludicrous speed GOOO!!!!
    GwaoHAD.png
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    gralerongraleron Member Posts: 221 Arc User
    edited April 2013
    That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.

    Definitely the way to go, and I hope you stick to your guns with this.
    Vice Admiral Elaron, USS Hard Light
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    naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    The boost seems a bit odd... my 125/100 weapon power contributes 6 to engines on a [W->E] core which claims it should do 7.5% (so at least it should add 7.5 power). What is the calculation here?

    EDITED: I meant weapon power was set at 125/100.
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    jcswwjcsww Member Posts: 6,799 Arc User
    edited April 2013
    neoakiraii wrote: »
    Nothing got replaced you have two engines now...one Warp one Impulse...and the MACO set for sector space still works in fact my ship its super fast...Ludicrous speed GOOO!!!!

    :D My oversight! I think it's that awful new UI throwing me off. :P
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    raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    I am thinking (most of) the REP engines should be converted into warp cores. it would solve the issue of the bonuses and could change the set bonus dynamic a bit. It might even open the door for having 4 piece bonuses.

    Also I think it would be neat if the Romulan REP console was turned into an actual warp core. It would be the only singularity core Fed and KDF can use.


    Personally, I think it is a bit of a pity there's no Wep bonus as of yet, though I can agree with the sentiment. Maybe if Cruisers and Science vessels had more teeth, it would be less of an issue.
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    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited April 2013
    That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.

    I think you could probably do this if it came with a variety of costs. So you get weapons boost versions but all weapons boost cores have a noticeable cost elsewhere.

    In general, I think gear that has baked costs in is how you expand the game going forward.
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    sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    neoakiraii wrote: »
    Nothing got replaced you have two engines now...one Warp one Impulse...and the MACO set for sector space still works in fact my ship its super fast...Ludicrous speed GOOO!!!!

    Is your warp trail plaid by chance? :D
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    alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited April 2013
    orondis wrote: »
    Warp cores aren't boosting the power level of a subsystem, unless +5 maximum engine power is different to the Borg engines +5 engine power setting.
    It is, it increases the maximum setting, not the current setting. Thus you can go to 130 instead of 125, but still need something else to boost you up to there. It's super good for shield power with EPtS, even more so if you're an Aux2Bat spec.
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    lordfuzunlordfuzun Member Posts: 54 Arc User
    edited April 2013
    naevius wrote: »
    The boost seems a bit odd... my 125/100 engine power contributes 6 to engines on a [W->E] core which claims it should do 7.5% (so at least it should add 7.5 power). What is the calculation here?

    What's your Weapon Power Setting?
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    naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    No, it is boosting the current value, but only by some fraction of the stated value.
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