It will probably arrive in the same update as game balance.
That was NOT funny. :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.”
It won't be worth flying anyway since you'll be locked into using phasers on it because of phaser lance. No versatility whatsoever. No phased polarons, no awesome Romulan disruptors, no refracting tetryons. All because it's only main ability (the whole reason for using the ship in the first place) would be gimped to uselessness if you don't cram on those phaser relays.
It will probably arrive in the same update as game balance.
bwahahahahahaha! ho man you got me here!!:D:D
hahahahaha! ho stop! please....let me breathe....i can't...breathe!
stop saying things like that! you want to kill me?:)
It won't be worth flying anyway since you'll be locked into using phasers on it because of phaser lance. No versatility whatsoever. No phased polarons, no awesome Romulan disruptors, no refracting tetryons. All because it's only main ability (the whole reason for using the ship in the first place) would be gimped to uselessness if you don't cram on those phaser relays.
well, it will still make it better than what it is now ( and i known it not difficult).
and frankly ( just my opinion) i think that we are the one that nerfing ourselves by restricting this ship to phaser weapons really.
yes take a real look about it, forcing ourselves to use phaser just to boost a weapons that miss 8 time on 10 and that is available at best every 3 minutes.
maybe it time that we change our views on this thing ( unless they changed it mechanic to make it a reliable weapons)
yes take a real look about it, forcing ourselves to use phaser just to boost a weapons that miss 8 time on 10 and that is available at best every 3 minutes.
maybe it time that we change our views on this thing ( unless they changed it mechanic to make it a reliable weapons)
The problem is that if you intend to use non-phaser weapons on the Fleet Dreadnought, I guarantee that you'd be more effective using the Fleet Excelsior or Fleet Assault Cruiser instead, because they are guaranteed to move and turn faster and will probably have similar boff and console layouts.
Fleet Gal-X will suck just like all other cruisers in S8 when they nerf EPTx. So don't get too hyped. Cruisers are Dead. They were sort of on life support before, but now they're pulling the plug.
The problem is that if you intend to use non-phaser weapons on the Fleet Dreadnought, I guarantee that you'd be more effective using the Fleet Excelsior or Fleet Assault Cruiser instead, because they are guaranteed to move and turn faster and will probably have similar boff and console layouts.
the dreadnought cruiser is ALREADY less effective than any tact cruiser out there and having a phaser weapons do not magically close the gap.
if the idea is that the dmg that you get from the lance is here to balance things somehow, get that idea from your head.
let said that you got a hit shot at an enemy with the lance, and compared it to a plasma proc in a 3 minute time frame, the fac that the plasma proc do more damage would not surprised me!
and that assuming on just a 3 min ( time for lance cooldown) if we get more time and included the miss shot, i hardly see why a little less powerfull lance will gimp the ship even further.
If you're running EPTS1 and EPTS1 alone, yes. If you're a typical 2 different EPTxen or EPTS > 1, then you're either screwed, or left with a pair of useless Ensign slots that you can't run anything except 2x Engi Team in...which is not exactly terrifically useful itself. The main selling points of being a cruiser are now its liabilities, since it is effectively down two power slots over other ships.
Being locked into phasers aint such a bad thing. If you were building for insane shield regen with rep bonuses, going all Elite Phasers with shield healing consoles and omega weapons systems on the side gives me DPS and survivability in stacks. I even threw in the Assimilated set for the theme, and there was much synergy to be had. There was also enough shield regen for me to not notice the extra 5% of damage I was taking. Not to mention being immune to plasma.
I'm still going to run 4 EPtX skills because that will proc the WCE doff reliably, and that will cover some aspect of the gaps in defense. I still believe in the Dragon Flagship.
Failing which I'd just switch to Aux2Batt with non-aux dependent heals.
Plenty of ways to play the Dreadnought
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
You need to keep up with the changes man. EPTS was buffed so much in the las build that it is even stronger than the current version.
The way Emergency Power to Shields currently is on Tribble, unless there have been some very significant changes in the last day or so, essentially gives you the choice between EPtS and any other Emergency Power ability. As such, as EPtS is viewed as vital to survival, almost any commander is going to use EPtS and probably not much else, because of the impracticality of using EPtW or any other emergency power in cycling alongside another EP. So while cruisers have some of their ruggedness back (although they still have some significant gaps in terms of power uptime, as I understand it), they're also hard pressed to matter enough to be worth shooting at.
Considering the Dreadnaught, with its lance, is about the epitome of the concept of the tactical cruiser, this is not a good thing for its viability.
the dreadnought cruiser is ALREADY less effective than any tact cruiser out there and having a phaser weapons do not magically close the gap.
Yes I know, that's my point. You have to gimp yourself with phasers to make use of the lance, and the alternative is to use a different ship that would be better.
i hardly see why a little less powerfull lance will gimp the ship even further.
My point is the lance might as well not even be there. So get a tactical cruiser without the lance. They need to buff the lance to hell and back to make the dreadnought worth using.
It won't be worth flying anyway since you'll be locked into using phasers on it because of phaser lance. No versatility whatsoever. No phased polarons, no awesome Romulan disruptors, no refracting tetryons. All because it's only main ability (the whole reason for using the ship in the first place) would be gimped to uselessness if you don't cram on those phaser relays.
Weapon proc is not as important as weapon mods, and consoles, and besides the phaser proc is excellent. Your ship will also look better shooting phasers rather then all the wrong color weapons for Fed ships. I never had a problem doing high DPS in pve or pvp on my feds and only use phasers on them. Mk XII purple [Acc] [CrtH]x2 DHC with mk XII purple consoles are going to hurt regardless of the weapon type.
All these new dual proc weapons are just gimicks to get people into lockboxes and to waste dil on the rep system, not needed at all.
He must not be specced right, using phaser consoles, or is not a tac captain. I have seen people do good with it like Dalnar getting 1 shot kills in pvp on other players using just the lance.
[Combat (Self)] Your Phaser Spinal Lance deals 29392 (25412) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 28460 (27938) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 13052 (25803) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 40603 (43882) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 15107 (24340) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 35745 (39483) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 19537 (22937) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 22435 (27634) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 10214 (22989) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 19381 (26471) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 24370 (24479) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 23902 (42374) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 23201 (23665) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 33312 (38724) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 13245 (23544) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 34670 (38904) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 44970 (38053) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22699 (38910) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22243 (46964) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 18099 (24419) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 29299 (26046) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 20178 (42340) Phaser Damage(Critical) to
(names removed to prevent humiliation)
Just a few from the other day in kerrat, don't forget each one of those is just one of the two lance hits, so you can practically double all of em. If the lance doesn't kill them the preloaded BO2 backed up wtih DEM + Marion finishes the job.
Meagre it is not. Does it need looking at? Yes because to get this ship to work as a decloaking alpha striker took a lot of work and requires extrodinary careful planning for each attack.
30% more damage, 60% more acc,90 sec CD, a real 45 deg arc, 4 tac consoles and a Lt Cmd Tac. Saucer sep would be fun for the PvE side.
And out of curiosity, was this ship piloted by a tactical officer class (I'm assuming so).. If so, Come back to me with stats for an Engy or Sci. APA is the only real reason for those stats and to be honest, not all of us are or want to be tacs in the Gal-X, nor should we have to to get some decent damage out of her lance.
Then you'll see EXACTLY what I'm talking about.
[SIGPIC][/SIGPIC]
Lag Watch:
Delta Rising: Warning
Anniversary Event: Severe
Iconian Season: Critical
[Combat (Self)] Your Phaser Spinal Lance deals 29392 (25412) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 28460 (27938) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 13052 (25803) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 40603 (43882) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 15107 (24340) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 35745 (39483) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 19537 (22937) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 22435 (27634) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 10214 (22989) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 19381 (26471) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 24370 (24479) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 23902 (42374) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 23201 (23665) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 33312 (38724) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 13245 (23544) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 34670 (38904) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 44970 (38053) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22699 (38910) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22243 (46964) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 18099 (24419) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 29299 (26046) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 20178 (42340) Phaser Damage(Critical) to
(names removed to prevent humiliation)
Just a few from the other day in kerrat, don't forget each one of those is just one of the two lance hits, so you can practically double all of em. If the lance doesn't kill them the preloaded BO2 backed up wtih DEM + Marion finishes the job.
Meagre it is not. Does it need looking at? Yes because to get this ship to work as a decloaking alpha striker took a lot of work and requires extrodinary careful planning for each attack.
30% more damage, 60% more acc,90 sec CD, a real 45 deg arc, 4 tac consoles and a Lt Cmd Tac. Saucer sep would be fun for the PvE side.
How many misses were there tho ? Can't believe you always hit ...
"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.”
With the changes going on on Tribble, a fleet galaxy X would be a waste of a purchase so I'd just hold off on pushing for it to exist until Engineering BOFF powers, and cruisers in general, get straightened out.
[Combat (Self)] Your Phaser Spinal Lance deals 29392 (25412) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 28460 (27938) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 13052 (25803) Phaser Damage to .
[Combat (Self)] Your Phaser Spinal Lance deals 40603 (43882) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 15107 (24340) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 35745 (39483) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 19537 (22937) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 22435 (27634) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 10214 (22989) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 19381 (26471) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 24370 (24479) Phaser Damage to.
[Combat (Self)] Your Phaser Spinal Lance deals 23902 (42374) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 23201 (23665) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 33312 (38724) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 13245 (23544) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 34670 (38904) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 44970 (38053) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22699 (38910) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 22243 (46964) Phaser Damage(Critical) to
[Combat (Self)] Your Phaser Spinal Lance deals 18099 (24419) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 29299 (26046) Phaser Damage to
[Combat (Self)] Your Phaser Spinal Lance deals 20178 (42340) Phaser Damage(Critical) to
(names removed to prevent humiliation)
Just a few from the other day in kerrat, don't forget each one of those is just one of the two lance hits, so you can practically double all of em. If the lance doesn't kill them the preloaded BO2 backed up wtih DEM + Marion finishes the job.
Meagre it is not. Does it need looking at? Yes because to get this ship to work as a decloaking alpha striker took a lot of work and requires extrodinary careful planning for each attack.
30% more damage, 60% more acc,90 sec CD, a real 45 deg arc, 4 tac consoles and a Lt Cmd Tac. Saucer sep would be fun for the PvE side.
don't be that harsh with him guys, he is an engi captain, so yes reaching these number with an engi captain is next to impossible.
and in my opinion, he is rather right no matter what the number you show us matt, let me explain:
you are a tact captain and have a hyper specialize build to make this lance effective, so the numbers are good and i can have the same when my lance didn't miss with my tact buff as well after decloaking.
so just looking at the number you said, wow this things work really good when you do it right! and yes, that true.
the problem is all the things and compromises you are force to do to " do it right"
and in that way, yes, i found the damage to be "meagre".
but don't get me wrong, i don't suggest to boost the lance firepower, i am for alleviating all this stupid mechanism that make it a not reliable weapons in the first place and force you to compensate.
because all galaxy x pilot are not tactical, because all galaxy x pilot don't have the intention to play in kerrat and nothings else, because this ship should not be blocked in ultra specialize pvp build to pretend to be effective.
i known some defiant pilot that do the same if not more damage with a simple BO3 fully buff ( and it didn't have a 3min cooldown on it)
Take the G-X to queues and see your 8/10 ratio drop to like 2/10. Ambushing people is much easier in Ker'Rat.
"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.”
Comments
That was NOT funny. :P
bwahahahahahaha! ho man you got me here!!:D:D
hahahahaha! ho stop! please....let me breathe....i can't...breathe!
stop saying things like that! you want to kill me?:)
well, it will still make it better than what it is now ( and i known it not difficult).
and frankly ( just my opinion) i think that we are the one that nerfing ourselves by restricting this ship to phaser weapons really.
yes take a real look about it, forcing ourselves to use phaser just to boost a weapons that miss 8 time on 10 and that is available at best every 3 minutes.
maybe it time that we change our views on this thing ( unless they changed it mechanic to make it a reliable weapons)
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
The problem is that if you intend to use non-phaser weapons on the Fleet Dreadnought, I guarantee that you'd be more effective using the Fleet Excelsior or Fleet Assault Cruiser instead, because they are guaranteed to move and turn faster and will probably have similar boff and console layouts.
the dreadnought cruiser is ALREADY less effective than any tact cruiser out there and having a phaser weapons do not magically close the gap.
if the idea is that the dmg that you get from the lance is here to balance things somehow, get that idea from your head.
let said that you got a hit shot at an enemy with the lance, and compared it to a plasma proc in a 3 minute time frame, the fac that the plasma proc do more damage would not surprised me!
and that assuming on just a 3 min ( time for lance cooldown) if we get more time and included the miss shot, i hardly see why a little less powerfull lance will gimp the ship even further.
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
I'm still going to run 4 EPtX skills because that will proc the WCE doff reliably, and that will cover some aspect of the gaps in defense. I still believe in the Dragon Flagship.
Failing which I'd just switch to Aux2Batt with non-aux dependent heals.
Plenty of ways to play the Dreadnought
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
The way Emergency Power to Shields currently is on Tribble, unless there have been some very significant changes in the last day or so, essentially gives you the choice between EPtS and any other Emergency Power ability. As such, as EPtS is viewed as vital to survival, almost any commander is going to use EPtS and probably not much else, because of the impracticality of using EPtW or any other emergency power in cycling alongside another EP. So while cruisers have some of their ruggedness back (although they still have some significant gaps in terms of power uptime, as I understand it), they're also hard pressed to matter enough to be worth shooting at.
Considering the Dreadnaught, with its lance, is about the epitome of the concept of the tactical cruiser, this is not a good thing for its viability.
Yes I know, that's my point. You have to gimp yourself with phasers to make use of the lance, and the alternative is to use a different ship that would be better.
I made that exact point already. The lance should be worth it, but it isn't.
My point is the lance might as well not even be there. So get a tactical cruiser without the lance. They need to buff the lance to hell and back to make the dreadnought worth using.
Weapon proc is not as important as weapon mods, and consoles, and besides the phaser proc is excellent. Your ship will also look better shooting phasers rather then all the wrong color weapons for Fed ships. I never had a problem doing high DPS in pve or pvp on my feds and only use phasers on them. Mk XII purple [Acc] [CrtH]x2 DHC with mk XII purple consoles are going to hurt regardless of the weapon type.
All these new dual proc weapons are just gimicks to get people into lockboxes and to waste dil on the rep system, not needed at all.
Lag Watch:
Delta Rising: Warning
Anniversary Event: Severe
Iconian Season: Critical
How are you speccing your character skills? BOFFs? DOs?
yeah actually it was lol
And out of curiosity, was this ship piloted by a tactical officer class (I'm assuming so).. If so, Come back to me with stats for an Engy or Sci. APA is the only real reason for those stats and to be honest, not all of us are or want to be tacs in the Gal-X, nor should we have to to get some decent damage out of her lance.
Then you'll see EXACTLY what I'm talking about.
Lag Watch:
Delta Rising: Warning
Anniversary Event: Severe
Iconian Season: Critical
How many misses were there tho ? Can't believe you always hit ...
don't be that harsh with him guys, he is an engi captain, so yes reaching these number with an engi captain is next to impossible.
and in my opinion, he is rather right no matter what the number you show us matt, let me explain:
you are a tact captain and have a hyper specialize build to make this lance effective, so the numbers are good and i can have the same when my lance didn't miss with my tact buff as well after decloaking.
so just looking at the number you said, wow this things work really good when you do it right! and yes, that true.
the problem is all the things and compromises you are force to do to " do it right"
and in that way, yes, i found the damage to be "meagre".
but don't get me wrong, i don't suggest to boost the lance firepower, i am for alleviating all this stupid mechanism that make it a not reliable weapons in the first place and force you to compensate.
because all galaxy x pilot are not tactical, because all galaxy x pilot don't have the intention to play in kerrat and nothings else, because this ship should not be blocked in ultra specialize pvp build to pretend to be effective.
i known some defiant pilot that do the same if not more damage with a simple BO3 fully buff ( and it didn't have a 3min cooldown on it)
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271