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I think Tachyon Beam needs something..

elandarkskyelandarksky Member Posts: 1,013 Arc User
perhaps...

reduction to shield healing on target

A reduction to damage to shield resistance on target

guarantee amount of 'pulses' rather than "max 10"

At the moment a level III tacyhon beam manages '352 shield damage per pulse' at 84 flow caps, and '100 aux energy'

While yes that means 3520 per pulse (which to a lot of ships 1/3 max shield capacity) without factoring in the defence value of the ship. that assumes that all 10 pulses actually happen, and the target remains in the fire arc.

Is that really what you get for a tier 3 science boff seat? D:
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Post edited by elandarksky on

Comments

  • bagabumbagabum Member Posts: 23 Arc User
    edited June 2013
    I use tachyon beam on my adapted battlecruiser and does not seem to be meh as you say - I specced into flowcaps but I never use it at the beginning of a fight.

    My build is a drain boat so to speak. energy siphon - tykens rift - tachyon beam

    rift first then in a bit energy siphon then I use tachyon beam

    You can imagine the effect on a ship. the shields usually drop. Try using them mid fight and as for keeping them on the target - I have never had that issue.
    Livia Drusilla - Level 50 Engineer

    Playing STO since Beta

    Leader of S-P-Q-R
  • uhmariuhmari Member Posts: 0 Arc User
    edited June 2013
    I would like to see it heal the shielding of the user. I am very much
    for science Ships gaining HOT Shields Out the wazoo. And engineers
    being more the "Super large heals, but large CD" class.

    The way i view the classes are

    escort: Dps / Buffer (want to change Alpha, Beta, Delta Etc into perma always on buffs for all group members in 3.5km)

    Engineers: I want to see them build one of two ways, Both optional for this class, to be viable as a hybrid between the two, but at the cost of some of the power to either of the two specialized builds

    Heavy Damage Cruiser (Like a super-escort, but more squishier then a normal tanked cruiser)
    Heavy Support Cruiser (Large heals)

    Possible way of doing this is to just build the ship like that.

    Science: To build as a heavy Support ship. Lots and lots of Heal over time/regeneration effects (only to shields, i would like to see hull heals purely on engineers). Also
    to have crowd control.



    On interesting way to progress the games pve, is to make (Dare i say it) something similar to World of warcrafts raiding, Upon the concept of a "Tank" "Damage" "Healer" Via the three classes. This
    is a possible way to open up doors for end game pve for the game.

    I think the best way to address t hat is to for example, take 20 people and make them participate
    in the fleet battles during the dominion war. But make it so that its all tactical based, and to kind
    of force that tanks of that group to take up specific flight paths in that battle to draw fire of heavier
    ships that allow the smaller group members to dps with out being focused down by them.


    I think a great mechanic to be added to Cruisers is the following

    Single Beams now generate 60% More Threat.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited June 2013
    One of the nice things about it is, that it's an ensign ability which removes the re-chrystalize buff from the chrystaline entity. Saves a lot of nerves when farming it for Nukara marks. :)
  • magniacapramagniacapra Member Posts: 544 Arc User
    edited June 2013
    It should debuff shield resists tbh.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited June 2013
    Tachyon beam is pretty snazzy PvE, especially now with its larger firing arc, if you have points in flow capacitors and some aux power. It gets a bad rap because it doesn't show on a parser, so it doesn't make the DPS number go up, so its "useless."

    PvP is where it is lacking, and the root of the problem is not Tachyon beam, it is Power Insulators. Tachyon beam suffers from the same problem in PvP that all drains do, and that is a handful of points in Power Insulators out does a full skill tree +4 flow cap consoles +jem or KHG deflector + rule 62 multi puropse.

    It doesn't matter what tweak you give to a specific drain ability, in PvP it is going to be reduced to something ignore-able. The only way to make draining truly viable in PvP is by stacking many drains, working with a partner. Even then... That is highly specialized... I would hazard a guess that 9 times out of 10 a single VM1 would wreak more havoc...
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
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