Seriousy?
If you have found out how to do some damage with beam Weapons then you should try using DHCs from time to time.
Even the devs realize that Beam weapons aren't the best weapons around, there's a reason why every new ship can equip DHCs.
In my opinion Beam weapons are just gimmick weapons, useable for clearing mine/fighter spame or as a short lucky burst power, but DHCs do serious damage by nature.
Sure the balance is good if you're on the DHC using side of the game, but ships that cannot use them are just disadvantaged. Even though they lack of choices by not being able to use them.
Ok, I'll explain you something: In this thread should be a discussion. My/Our point of view is: "Beams are fine, they deal enough damage and don't need any improvement.", ezriryan dealt 45k DPS in his Beamboat, he linked the stats in this thread and there is a video of it in his video-channel.
You can call this a proof.
If you want to further argue "Beams are so underpowered", then you've got to proof, that you can deal more DPS using cannons.
Well, good luck with that... And Screenshot or it didn't happen :P
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
A.) Environment is rich with weak targets.
B.) NPC's lack the ability to actually defend themselves.
In PvP it is absolutely useless, as other players actually have access to a plethora of active healing abilities and damage reducing powers and consoles, something which NPC's DO NOT have.
In my opinion Beam weapons are just gimmick weapons, useable for clearing mine/fighter spame or as a short lucky burst power, but DHCs do serious damage by nature.
APA3, APO1, BFAW2, TT1, TS1, Aux2Bat + EPtW2 or 3 constantly being cycled in a FACR or FAHCR. In PvE that's not gimmick weaponry, that's crazy damage. Hell even without Aux2Bat, a tac-cruiser can do serious damage in PvE using beams.
A.) Environment is rich with weak targets.
B.) NPC's lack the ability to actually defend themselves.
In PvP it is absolutely useless, as other players actually have access to a plethora of active healing abilities and damage reducing powers and consoles, something which NPC's DO NOT have.
"In PvP it is absolutely useless..."
See above, only add in DEM3, and a few shield penetrating DOffs and a BO1 instead of TS1. Suddenly you have a rather nasty (and painful) DPS PvP cruiser. Yes, you will be squishy, no, you won't be able to heal for TRIBBLE, but you will be able to do some rather nasty damage.
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.
Ok, I'll explain you something: In this thread should be a discussion. My/Our point of view is: "Beams are fine, they deal enough damage and don't need any improvement.", ezriryan dealt 45k DPS in his Beamboat, he linked the stats in this thread and there is a video of it in his video-channel.
You can call this a proof.
If you want to further argue "Beams are so underpowered", then you've got to proof, that you can deal more DPS using cannons.
Well, good luck with that... And Screenshot or it didn't happen :P
Even if he dealt 10 millions of dmg, it proves nothing, if that damage get distributed on 1 million different targets.
FAW is just to raise some statistics but it's very ineffective to destroy the target you want.
APA3, APO1, BFAW2, TT1, TS1, Aux2Bat + EPtW2 or 3 constantly being cycled in a FACR or FAHCR. In PvE that's not gimmick weaponry, that's crazy damage. Hell even without Aux2Bat, a tac-cruiser can do serious damage in PvE using beams.
Again not every ship has enough tac stations to use FAW, APO, TS and the other thing.
If a Starfleet cruiser has so many Tac stations, damage shouldn't be a problem.
But most cruisers do NOT have so many tactical BOFF stations and are resticted from using heavy weapons, iwas talking about THOSE ships.
Again, distributed damage means nothing if you cant focus it on the desired enemy group.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
Again, distributed damage means nothing if you cant focus it on the desired enemy group.
That's what ship positioning is for. It's actually very easy to focus your FAW on your desired target(s) in all the ESTFs. Remember, you do have X, Y, and Z axis in this game. Use them.
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.
That's what ship positioning is for. It's actually very easy to focus your FAW on your desired target(s) in all the ESTFs. Remember, you do have X, Y, and Z axis in this game. Use them.
Oh, thanks for that tip. :rolleyes:
The point is sometimes you don't have the option to get the optimal point and then stand still until the target is destroyed. That's what escorts do all the time (instead of being forced to maneuver and keep on moving).
I don't get what's the point of restricting cannon weapons powers to just cannons althrough they would be just as useable for Beam weapons.
Why not give averyone the same tools?
On the other hand why doesn't scatter volley work like FAW?
Because it would be counterproductive.
FAW is deliberately made to make it difficult for cruisers to do useable damage, to keep escorts the most effective ships in STO.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
A.) Environment is rich with weak targets.
B.) NPC's lack the ability to actually defend themselves.
In PvP it is absolutely useless, as other players actually have access to a plethora of active healing abilities and damage reducing powers and consoles, something which NPC's DO NOT have.
A) The arguement is still valid, since it doesn't matter if you hit a target with a cannon or a beam for 1,000 hitpoints. 1,000 hitpoints are 1,000 hitpoints. Some players also lack the ability to defend themselfes.
...
I don't get what's the point of restricting cannon weapons powers to just cannons althrough they would be just as useable for Beam weapons.
Why not give averyone the same tools?
Imagine a Beam-Overload on Dual-Cannons/Dual-Heavy-Cannons... If you do a critical hit, a player-ship could be destroyed (that's possible with Beam-Overload on a Dual-Beam-Bank).
On the other hand why doesn't scatter volley work like FAW?
Because it would be counterproductive.
FAW is deliberately made to make it difficult for cruisers to do useable damage, to keep escorts the most effective ships in STO.
Think about a PvP and one team has got 5 Cruisers, with capable Captains (players). Those can tank 3 or even 4 Escorts each?!? Then the randomness of FaW is something that doesn't matter.
The one ability you ask for is allready in the game, there are 3 different: Tactical-Team with its Bonus to Energy- and Projectile-Weapons, Directed Energy Modulation and Emergency Power to Weapons with their bonusses to all Energy-Weapons.
You could also combine those with the Attack-Patterns you like (for example Beta-Spamming).
And you've got to proof that Escorts are generally the most effective ships in STO now... You didn't restrict that statement to PvP. (I wonder if a Scimitar is an Escort for you...)
So, all what I read: You are whining, because the game doesn't work the way you would like it to work. "Learn to play the game or go home", that might sound hard, but you will never get everything you want, it's always a tradeoff.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Imagine a Beam-Overload on Dual-Cannons/Dual-Heavy-Cannons... If you do a critical hit, a player-ship could be destroyed (that's possible with Beam-Overload on a Dual-Beam-Bank).
Beam overload works only for one single weapn, unlike C:RF.
Think about a PvP and one team has got 5 Cruisers, with capable Captains (players). Those can tank 3 or even 4 Escorts each?!? Then the randomness of FaW is something that doesn't matter.
Yeah, and those escorts can't tank that?
Btw, every Cruiser could be a Beamboat, Starfleet Cruisers are most of them, because they don't have another choice.
The one ability you ask for is allready in the game, there are 3 different: Tactical-Team with its Bonus to Energy- and Projectile-Weapons, Directed Energy Modulation and Emergency Power to Weapons with their bonusses to all Energy-Weapons.
You could also combine those with the Attack-Patterns you like (for example Beta-Spamming).
If you can concentrate your fire on one single ship or a small group of ships then your offensive is more effective than just randomly fireing at everything in range. Not very complicated IMO.
All you said does apply to cannon weapons too.
Beam weapons don't get one single real advantage over cannons. (except they look more like Star Trek weapons IMO).
And you've got to proof that Escorts are generally the most effective ships in STO now... You didn't restrict that statement to PvP. (I wonder if a Scimitar is an Escort for you...)
No, the scimitar is just an overpowered money machine, nothing else.
As i said above, if you can focus on a single target or a small group of enemy ships you just don't waste precious firepower on secondary or nonrelevant targets.
So, all what I read: You are whining, because the game doesn't work the way you would like it to work. "Learn to play the game or go home", that might sound hard, but you will never get everything you want, it's always a tradeoff.
Maybe playing too many MMOs have brainwashed some people, but what i am looking for is a way to equalize Beam and cannon weapons.
Let's look at it from another perspective.
All space weapons are balanced like this:
Weapon damage vs Fireing arc.
The higher the Damage the smaller the fireing arc.
Every space weapon follows this rule, but there are different BOFF powers infuencing them, which isn't ok since some ships are restricted from some weapons in the first place. That's where the inbalance lies.
(besides different power consumtion btw.)
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
To add something constructive, i was thinking about giving Starfleet Cruisers something like the Romulan singularity overcharge ability.
Since Starfleet Cruisers cannot equip Dual cannons, it wouldn't make them to one hit killers, but it would give them some means to do spike damage. If it's ok for a warbird to have Singularity overcharge PLUS seveal other powers, i think Starfleet crusiers could easily get a slightly stronger version of that power. They could call it Emitter blast or something like that.
Since they cannot equip singularity Cores, i think it should be a inherent Starfleet cruiser power. It's damage output depending on the mass/turnrate of the ship, the slower (turning) the ship, the stronger the Beam Emitter blast.
any thoughts?
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
you can see there some ppl from the DPS channels 11k/20k running beam builds mostly (not sure if we have a player in a video without beams)... if you actually think they are underpowered for PvE please beat our channel records (we probably will soon enough anyways with moaaar beams )
How about a "Fire and Maintain" command that keeps the beam firing at full power for 10 seconds if the enemy stays in range. that would be your building damage effect....
you can see there some ppl from the DPS channels 11k/20k running beam builds mostly (not sure if we have a player in a video without beams)... if you actually think they are underpowered for PvE please beat our channel records (we probably will soon enough anyways with moaaar beams )
To add to this, due to weapons power overcapping and refilling while the beams are firing if you overcap enough you can have 6 beams firing at never less than 110 possibly 120 power without omega amp.
Beams are in a good place right now. It's rare I agree with Gecko or Stahl, can't remember which, but in an interview he said the damage and way beams work is right where it should be and he was right.
How about a "Fire and Maintain" command that keeps the beam firing at full power for 10 seconds if the enemy stays in range. that would be your building damage effect....
Its called overcapping and it works for beams like a charm.
Beams are in a good place right now. It's rare I agree with Gecko or Stahl, can't remember which, but in an interview he said the damage and way beams work is right where it should be and he was right.
I'm pretty sure it was Gecko back during the Season 7 or Legacy of Romulus time period interview with Priority One.
How about a "Fire and Maintain" command that keeps the beam firing at full power for 10 seconds if the enemy stays in range. that would be your building damage effect....
There is such an ability, it's called Nadion Inversion, the Engineering captain ability.
Beams and cruisers these days are way better thanks to the proliferation of DEMarion, A2B, chained EPtW and EPtE. This is doff dependent, and the Federation has access to the cheapest of them. Just as well, as the Federation cruisers (mostly) can't equip cannons.
Now to see what the devs have in store for Science vessels!
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
For years I kept trying to use beams until one day I gave up using them. It wasn't until the recent changes that I decided to finally brave the frontier again (thanks to some of the vids posted in the last few months).
I'd say due to the prior time period most of my banks are brimming with DHC's and a wide variety of complimentary items as a result. However I felt pulled equally in both directions of some of the prior arguments. It's true that you can nail targets for big damage but I also feel that beams have merely a single breath of fresh air into them as of recent.
I strongly agree that FAW and BO should not be the staples of their use. I also really liked the idea of making the skills more universal (not to devalue one weapon or the next or to value one or the other either). It's a good idea because I remember episodes in TNG where their phaser banks performed much like how cannons have rapid fire and I believe wolf 359 should show case that much. So I can see it as "Rapid Fire" and "Scatter Volley" and "Overload" and FAW gets to keep its acronym for obvious simplicity.
There have been plenty of times I had wished for an overcharge or something similar for cannons in a moment or two along the way(Mainly to finish a stubborn boss). Not many since DHC's are some of the most pragmatically easy to use weapons in the game.
So yeah. It's absolutely the case that you can accomplish big with beams but I think the direction they took was underwhelming and not the fix I'd have preferred. Beams are a staple device found in countless races and episodes etc and even though you can rig a scimitar to shut down ISE, I don't think it has the versatility this iconic weapon deserves.
Problem I see is that players have invested in these one- or two-trick ponies enough to make a real transition difficult for player consideration. Nobody likes having their setups jigsawed.. I think it's perfectly sensible that beams deserve a better look with a more immersed perspective. In my opinion:
Beams should be rewritten to allow stronger slower shots. I'm not a fan of FAW lighting up the dark like a cheap bar rave playing Pink Floyd on rerun. (I did find it very amusing at one point and kind of cool). Now I think it'd be cooler if the application was more in tune with removing swarms of our overflowing hangar bay ho down of recent ship additions.
I think it's much more elegant and deserving to have beams perform with clout. I'd much rather wait 10 seconds every shot if the firing beam could damage moreso than volley of rapid fire given buffs/boffs etc. Besides it'd give players time to reconsider the use of cruiser-type ships in a support role.
I mean honestly, how many times have you forgotten about a healing power like transfer shields because you were zoned in trying to keep the proverbial clout by turning over FAW or BO? That's valuable time for players to start healing each other. That has to ring true to a lot of us. I truly think it's a good thing and helps foster better team support over all.
(Also I'd like to add that in DS9 many of the episodes involving a battle were all spaced out hit by hit. One single hit bringing shields down 30% or so from an array of some sort. Lots of time to contemplate your next move in the episodes etc. THAT is star trek for me and I'm sure most of us remember those moments too)
Seriously, this is how I kill most of my opponents in 1v1 PvP. Combine BFAW with APO, APA, DEM (w/Marion), EPtW, FOMM and perhaps a weapons battery and it's going to hurt.
The downside is that it's really easy to neutralize by introducing additional targets, for example, Aceton Assimilators, pirate calls or photonic fleets. Even pet spam can serve to relieve the pressure by splitting the focus.
But barring this, "BRF" is a great way to multiply beam DPS against a single target.
Seriously, this is how I kill most of my opponents in 1v1 PvP. Combine BFAW with APO, APA, DEM (w/Marion), EPtW, FOMM and perhaps a weapons battery and it's going to hurt.
The downside is that it's really easy to neutralize by introducing additional targets, for example, Aceton Assimilators, pirate calls or photonic fleets. Even pet spam can serve to relieve the pressure by splitting the focus.
But barring this, "BRF" is a great way to multiply beam DPS against a single target.
RCK
And you're a tactical captain. How nice for you. What about players who don't have access to APA3? Because in all honesty that's where the majority of your damage is coming from. Take that away, and you lose a huge amount of damage, crit chance, and crit severity, therefore resulting in your total damage output being roughly halved.
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.
And you're a tactical captain. How nice for you. What about players who don't have access to APA3? Because in all honesty that's where the majority of your damage is coming from. Take that away, and you lose a huge amount of damage, crit chance, and crit severity, therefore resulting in your total damage output being roughly halved.
That about covers it. I don't exactly want my sci going toe to toe with a tac's apa but I want options as a sci for debuff/dmg beyond sensor scan. Subnuc would be better if it would emit a small debuff about 5k AoE for instance. Drains the power and turn it into a resistance debuff beyond the target. Scaling from -1 to -5 depending on flow caps. Most sci's will go scatter volley if cannons are used and that doesn't help tacs but it makes sci less gimped. Would come in handy with FAW too. Very logical
And you're a tactical captain. How nice for you. What about players who don't have access to APA3? Because in all honesty that's where the majority of your damage is coming from. Take that away, and you lose a huge amount of damage, crit chance, and crit severity, therefore resulting in your total damage output being roughly halved.
So APA3 is responsible for all of my "punch?"
Wow! And all this time I thought it was the result of my other buffs + BFAW2 + some brilliant maneuvering (i.e. my pvp "skills").
So I guess all those kills I notched with APA3 in the middle of its LONG CD were the result of, what, players hitting "Abandon Ship" over and over again?
Did I literally scare them into committing suicide? Are players choosing to self-pop out of fear of my "mighty" APA3 cycle?
Wow! And all this time I thought it was the result of my other buffs + BFAW2 + some brilliant maneuvering (i.e. my pvp "skills").
So I guess all those kills I notched with APA3 in the middle of its LONG CD were the result of, what, players hitting "Abandon Ship" over and over again?
Did I literally scare them into committing suicide? Are players choosing to self-pop out of fear of my "mighty" APA3 cycle?
RCK
You're not getting the point... at all.
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.
Alpha is insanely powerful, especially for loldem builds. DBBs fore or arrays broadside, that is deadly with an alpha running.
On parsers when I run PvE stuff, I can tell exactly where in the line chart view that my apa was used. I go from 5-6k dps single target to over 10,000 dps single target, and oftentimes much much more than that.
I think people forget that in addition to the damage increase, the crit severity and crit chance adds about another 20 percent on top (when you really break it down into the math)
So APA is not some little deal, it is a literal damage doubler or even tripler (especially with builds already crit heavy to begin with)
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
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Comments
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
Ok, I'll explain you something: In this thread should be a discussion. My/Our point of view is: "Beams are fine, they deal enough damage and don't need any improvement.", ezriryan dealt 45k DPS in his Beamboat, he linked the stats in this thread and there is a video of it in his video-channel.
You can call this a proof.
If you want to further argue "Beams are so underpowered", then you've got to proof, that you can deal more DPS using cannons.
Well, good luck with that... And Screenshot or it didn't happen :P
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Time the duck out...45k dps and he posted all proof...
Why the hell aren't we discussing this? That utterly insane...
Just...my god... 26k from bfaw...how the hell is that possible?
Nerf beams, buff cannons...seriously wow
My PvE/PvP hybrid skill tree
STF's are an invalid point of reference because.
A.) Environment is rich with weak targets.
B.) NPC's lack the ability to actually defend themselves.
In PvP it is absolutely useless, as other players actually have access to a plethora of active healing abilities and damage reducing powers and consoles, something which NPC's DO NOT have.
APA3, APO1, BFAW2, TT1, TS1, Aux2Bat + EPtW2 or 3 constantly being cycled in a FACR or FAHCR. In PvE that's not gimmick weaponry, that's crazy damage. Hell even without Aux2Bat, a tac-cruiser can do serious damage in PvE using beams.
"In PvP it is absolutely useless..."
See above, only add in DEM3, and a few shield penetrating DOffs and a BO1 instead of TS1. Suddenly you have a rather nasty (and painful) DPS PvP cruiser. Yes, you will be squishy, no, you won't be able to heal for TRIBBLE, but you will be able to do some rather nasty damage.
Even if he dealt 10 millions of dmg, it proves nothing, if that damage get distributed on 1 million different targets.
FAW is just to raise some statistics but it's very ineffective to destroy the target you want.
Again not every ship has enough tac stations to use FAW, APO, TS and the other thing.
If a Starfleet cruiser has so many Tac stations, damage shouldn't be a problem.
But most cruisers do NOT have so many tactical BOFF stations and are resticted from using heavy weapons, iwas talking about THOSE ships.
Again, distributed damage means nothing if you cant focus it on the desired enemy group.
That's what ship positioning is for. It's actually very easy to focus your FAW on your desired target(s) in all the ESTFs. Remember, you do have X, Y, and Z axis in this game. Use them.
Oh, thanks for that tip. :rolleyes:
The point is sometimes you don't have the option to get the optimal point and then stand still until the target is destroyed. That's what escorts do all the time (instead of being forced to maneuver and keep on moving).
I don't get what's the point of restricting cannon weapons powers to just cannons althrough they would be just as useable for Beam weapons.
Why not give averyone the same tools?
On the other hand why doesn't scatter volley work like FAW?
Because it would be counterproductive.
FAW is deliberately made to make it difficult for cruisers to do useable damage, to keep escorts the most effective ships in STO.
A) The arguement is still valid, since it doesn't matter if you hit a target with a cannon or a beam for 1,000 hitpoints. 1,000 hitpoints are 1,000 hitpoints.
Some players also lack the ability to defend themselfes.
Imagine a Beam-Overload on Dual-Cannons/Dual-Heavy-Cannons... If you do a critical hit, a player-ship could be destroyed (that's possible with Beam-Overload on a Dual-Beam-Bank).
Think about a PvP and one team has got 5 Cruisers, with capable Captains (players). Those can tank 3 or even 4 Escorts each?!? Then the randomness of FaW is something that doesn't matter.
The one ability you ask for is allready in the game, there are 3 different: Tactical-Team with its Bonus to Energy- and Projectile-Weapons, Directed Energy Modulation and Emergency Power to Weapons with their bonusses to all Energy-Weapons.
You could also combine those with the Attack-Patterns you like (for example Beta-Spamming).
And you've got to proof that Escorts are generally the most effective ships in STO now... You didn't restrict that statement to PvP. (I wonder if a Scimitar is an Escort for you...)
So, all what I read: You are whining, because the game doesn't work the way you would like it to work. "Learn to play the game or go home", that might sound hard, but you will never get everything you want, it's always a tradeoff.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Yeah, and those escorts can't tank that?
Btw, every Cruiser could be a Beamboat, Starfleet Cruisers are most of them, because they don't have another choice.
If you can concentrate your fire on one single ship or a small group of ships then your offensive is more effective than just randomly fireing at everything in range. Not very complicated IMO.
All you said does apply to cannon weapons too.
Beam weapons don't get one single real advantage over cannons. (except they look more like Star Trek weapons IMO).
No, the scimitar is just an overpowered money machine, nothing else.
As i said above, if you can focus on a single target or a small group of enemy ships you just don't waste precious firepower on secondary or nonrelevant targets.
Maybe playing too many MMOs have brainwashed some people, but what i am looking for is a way to equalize Beam and cannon weapons.
Let's look at it from another perspective.
All space weapons are balanced like this:
Weapon damage vs Fireing arc.
The higher the Damage the smaller the fireing arc.
Every space weapon follows this rule, but there are different BOFF powers infuencing them, which isn't ok since some ships are restricted from some weapons in the first place. That's where the inbalance lies.
(besides different power consumtion btw.)
Since Starfleet Cruisers cannot equip Dual cannons, it wouldn't make them to one hit killers, but it would give them some means to do spike damage. If it's ok for a warbird to have Singularity overcharge PLUS seveal other powers, i think Starfleet crusiers could easily get a slightly stronger version of that power. They could call it Emitter blast or something like that.
Since they cannot equip singularity Cores, i think it should be a inherent Starfleet cruiser power. It's damage output depending on the mass/turnrate of the ship, the slower (turning) the ship, the stronger the Beam Emitter blast.
any thoughts?
Improving Beam Arrays and Cruisers.
So we did some runs today, and then redone them a little later, and i took the liberty to record the stuff for you guys in here...
http://www.twitch.tv/ryansto/c/2888455 CSE 13:37 on optional
http://www.twitch.tv/ryansto/c/2888432 KSE 13:19 on optional
http://www.twitch.tv/ryansto/c/2888394 ISE 13:27 on optional
http://www.twitch.tv/ryansto/c/2888357 HSE 3:02 clearance time
you can see there some ppl from the DPS channels 11k/20k running beam builds mostly (not sure if we have a player in a video without beams)... if you actually think they are underpowered for PvE please beat our channel records (we probably will soon enough anyways with moaaar beams )
Highlight section
we actually did some pvp later on, you can check the vod how that went if your interested
with best regards RyanSTO
To add to this, due to weapons power overcapping and refilling while the beams are firing if you overcap enough you can have 6 beams firing at never less than 110 possibly 120 power without omega amp.
Beams are in a good place right now. It's rare I agree with Gecko or Stahl, can't remember which, but in an interview he said the damage and way beams work is right where it should be and he was right.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Second, the dead should be left such...
I can remember a time when you fought just as hard as these guys for this.
Its called overcapping and it works for beams like a charm.
R.I.P
I'm pretty sure it was Gecko back during the Season 7 or Legacy of Romulus time period interview with Priority One.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
There is such an ability, it's called Nadion Inversion, the Engineering captain ability.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Yeah I think you forgot about the -40 subsystem power that warbirds lose to have those singularity powers.
Now to see what the devs have in store for Science vessels!
"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!
For years I kept trying to use beams until one day I gave up using them. It wasn't until the recent changes that I decided to finally brave the frontier again (thanks to some of the vids posted in the last few months).
I'd say due to the prior time period most of my banks are brimming with DHC's and a wide variety of complimentary items as a result. However I felt pulled equally in both directions of some of the prior arguments. It's true that you can nail targets for big damage but I also feel that beams have merely a single breath of fresh air into them as of recent.
I strongly agree that FAW and BO should not be the staples of their use. I also really liked the idea of making the skills more universal (not to devalue one weapon or the next or to value one or the other either). It's a good idea because I remember episodes in TNG where their phaser banks performed much like how cannons have rapid fire and I believe wolf 359 should show case that much. So I can see it as "Rapid Fire" and "Scatter Volley" and "Overload" and FAW gets to keep its acronym for obvious simplicity.
There have been plenty of times I had wished for an overcharge or something similar for cannons in a moment or two along the way(Mainly to finish a stubborn boss). Not many since DHC's are some of the most pragmatically easy to use weapons in the game.
So yeah. It's absolutely the case that you can accomplish big with beams but I think the direction they took was underwhelming and not the fix I'd have preferred. Beams are a staple device found in countless races and episodes etc and even though you can rig a scimitar to shut down ISE, I don't think it has the versatility this iconic weapon deserves.
Problem I see is that players have invested in these one- or two-trick ponies enough to make a real transition difficult for player consideration. Nobody likes having their setups jigsawed.. I think it's perfectly sensible that beams deserve a better look with a more immersed perspective. In my opinion:
Beams should be rewritten to allow stronger slower shots. I'm not a fan of FAW lighting up the dark like a cheap bar rave playing Pink Floyd on rerun. (I did find it very amusing at one point and kind of cool). Now I think it'd be cooler if the application was more in tune with removing swarms of our overflowing hangar bay ho down of recent ship additions.
I think it's much more elegant and deserving to have beams perform with clout. I'd much rather wait 10 seconds every shot if the firing beam could damage moreso than volley of rapid fire given buffs/boffs etc. Besides it'd give players time to reconsider the use of cruiser-type ships in a support role.
I mean honestly, how many times have you forgotten about a healing power like transfer shields because you were zoned in trying to keep the proverbial clout by turning over FAW or BO? That's valuable time for players to start healing each other. That has to ring true to a lot of us. I truly think it's a good thing and helps foster better team support over all.
(Also I'd like to add that in DS9 many of the episodes involving a battle were all spaced out hit by hit. One single hit bringing shields down 30% or so from an array of some sort. Lots of time to contemplate your next move in the episodes etc. THAT is star trek for me and I'm sure most of us remember those moments too)
It's an online forum. How can it NOT turn into a warzone?
Yeah and while I would still like a minor buff to beam stats, I'm in a good spot right now having got a few things sorted out.
By "good spot" I mean, my cruiser deals out more straight damage than does my escort.
Seriously, this is how I kill most of my opponents in 1v1 PvP. Combine BFAW with APO, APA, DEM (w/Marion), EPtW, FOMM and perhaps a weapons battery and it's going to hurt.
The downside is that it's really easy to neutralize by introducing additional targets, for example, Aceton Assimilators, pirate calls or photonic fleets. Even pet spam can serve to relieve the pressure by splitting the focus.
But barring this, "BRF" is a great way to multiply beam DPS against a single target.
RCK
And you're a tactical captain. How nice for you. What about players who don't have access to APA3? Because in all honesty that's where the majority of your damage is coming from. Take that away, and you lose a huge amount of damage, crit chance, and crit severity, therefore resulting in your total damage output being roughly halved.
That about covers it. I don't exactly want my sci going toe to toe with a tac's apa but I want options as a sci for debuff/dmg beyond sensor scan. Subnuc would be better if it would emit a small debuff about 5k AoE for instance. Drains the power and turn it into a resistance debuff beyond the target. Scaling from -1 to -5 depending on flow caps. Most sci's will go scatter volley if cannons are used and that doesn't help tacs but it makes sci less gimped. Would come in handy with FAW too. Very logical
So APA3 is responsible for all of my "punch?"
Wow! And all this time I thought it was the result of my other buffs + BFAW2 + some brilliant maneuvering (i.e. my pvp "skills").
So I guess all those kills I notched with APA3 in the middle of its LONG CD were the result of, what, players hitting "Abandon Ship" over and over again?
Did I literally scare them into committing suicide? Are players choosing to self-pop out of fear of my "mighty" APA3 cycle?
RCK
You're not getting the point... at all.
Alpha is insanely powerful, especially for loldem builds. DBBs fore or arrays broadside, that is deadly with an alpha running.
On parsers when I run PvE stuff, I can tell exactly where in the line chart view that my apa was used. I go from 5-6k dps single target to over 10,000 dps single target, and oftentimes much much more than that.
I think people forget that in addition to the damage increase, the crit severity and crit chance adds about another 20 percent on top (when you really break it down into the math)
So APA is not some little deal, it is a literal damage doubler or even tripler (especially with builds already crit heavy to begin with)
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