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Fleet tac consoles

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  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    verline1 wrote: »
    They may have gone this rout because the voth rep weapon doesn't appear to be the same damage type as the other voth space weapons, looks to be proton. No idea if it can be affected by consoles or not though, since well we haven't gotten to play with it yet. But if it can this would be awkward since it, if it really is proton damage, would be the only proton damage space weapon around.

    And I wouldn't call the Kinetic cutting beam a rainbow anymore then I would a torp, it fills the same roll for anyone that has no torp skills on their boffs, kinetic damage, and has the advantage that it does it at 360 degrees with no energy drain.

    The kinetic cutting beam does drain power, the prototype plasma array... or whatever it's called, is the one that doesn't drain power. But I agree, it's not "rainbow" It's like adding a torp, especially because its unbuffed damage is comparable to what other weapons achieve with uber console buffs.

    Rainbow would be putting a prototype plasma array or the rep tetryon dual beam bank on your phaser ship.
  • jeagersneckjeagersneck Member Posts: 45 Arc User
    edited October 2013
    ..........more power creep............

    All I can say is I'm glad I quit PvP a long time ago, because it's going to get even more insane after this season.

    You simply couldn't keep up, there is nothing from keeping you to invest some money in lockbox/cstore competitive ships, etc. :) Dont elude yourself that its the game's fault for your fall in PVP.

    You seem to have plenty of time posting on the forums still so that would solve the Rep grind time investment too.

    If you don't have dedicated (YEs thats what needed for grind romulans, new fancy consoles etc) you should have never started in the first place.

    Most ppl in this game simply cant keep up with high level pvp fleets for instance.

    99% of them wants to be captain kirk.
  • verline1verline1 Member Posts: 0 Arc User
    edited October 2013
    You simply couldn't keep up, there is nothing from keeping you to invest some money in lockbox/cstore competitive ships, etc. :) Dont elude yourself that its the game's fault for your fall in PVP.

    You seem to have plenty of time posting on the forums still so that would solve the Rep grind time investment too.

    If you don't have dedicated (YEs thats what needed for grind romulans, new fancy consoles etc) you should have never started in the first place.

    Most ppl in this game simply cant keep up with high level pvp fleets for instance.

    99% of them wants to be captain kirk.

    that would be Delude, the D is important, otherwise your just escaping something, not causing belief in something untrue.

    And keeping up with power creep doesn't change that there has been power creep. And there has, would I call this power creep yet, dunno, but we are getting to the point that elite stfs can be hammered out in under 4-5 mins, were volleys of damage hit hard enough that some people think they have been one shot, were dps is king simple because its gotten to the scale were nothing else matters because nothing will live that long.

    So yes we have had a lot of power creep, granted anyone can take the time to do the stuff to be at the top of that creep, but it doesn't change what it is
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    verline1 wrote: »
    that would be Delude, the D is important, otherwise your just escaping something, not causing belief in something untrue.

    And keeping up with power creep doesn't change that there has been power creep. And there has, would I call this power creep yet, dunno, but we are getting to the point that elite stfs can be hammered out in under 4-5 mins, were volleys of damage hit hard enough that some people think they have been one shot, were dps is king simple because its gotten to the scale were nothing else matters because nothing will live that long.

    So yes we have had a lot of power creep, granted anyone can take the time to do the stuff to be at the top of that creep, but it doesn't change what it is

    That would be "you're" the apostrophe is important, otherwise it's possessive. :P lol.

    The power creep doesn't bother me because it's power creep, it really only bothers me because that was the excuse the devs gave for not buffing beams to be more competitive with cannons and a whole host of other tweaks the community was asking for, so for power creep to be unacceptable in fixing/updating old things and yet constantly added into the game with each new shiny is just... really annoying.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited October 2013
    That would be "you're" the apostrophe is important, otherwise it's possessive. :P lol.

    The power creep doesn't bother me because it's power creep, it really only bothers me because that was the excuse the devs gave for not buffing beams to be more competitive with cannons and a whole host of other tweaks the community was asking for, so for power creep to be unacceptable in fixing/updating old things and yet constantly added into the game with each new shiny is just... really annoying.

    I think there has to be power creep or new mechanics added every season in the form of BO abilities, increasing ship customization, captain abilities, doff outfitting variety, and ship abilities that are different but on par with what we currently have. At least cruisers get special abilities, but if escorts and sci gets some it will just devalue the cruiser to where it was.

    They should embrace an amount of power creep and sell refits to establish Zen ships after 2 years for 1000 zen, so you can refresh an old ship and play it again. That way they are not toasting everyone's investments.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • wintermutevreswintermutevres Member Posts: 100 Arc User
    edited October 2013
    A bit off-topic: I didnt read every post above and I'm sorry if someone mentioned this already, but i noticed some confusion about rep voth weapons damage type so i wanted to clear it up for you: judging by ground weapons they will do polaron damage with a chance of extra proton damage to hull on crit proc. At least one of Vot sets boosts proton damagevia its universal console. There are also some kind of hybrid tac consoles available at t5 rep that prolly will boost proton damage and wep accuracy tho it is only my assumption. I've only reached t2 in rep.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited October 2013
    I'm not sure if someone already posted this information. There are 8 new tac consoles for 4 different weapon types (beam, cannon, mine, and torpedo) and with 2 different crit bonuses (crit chance and crit severity). Vunerability locator consoles give +1.6% to crit chance, and vulnerability exploiter consoles give +8% to crit severity. The damage bonus of both console types is +25.5%.
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  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited October 2013
    frtoaster wrote: »
    I'm not sure if someone already posted this information. There are 8 new tac consoles for 4 different weapon types (beam, cannon, mine, and torpedo) and with 2 different crit bonuses (crit chance and crit severity). Vunerability locator consoles give +1.6% to crit chance, and vulnerability exploiter consoles give +8% to crit severity. The damage bonus of both console types is +25.5%.

    That [CritH] mod seems a bit high compared to the crit severity considering that each mods usually have a ratio of +2% / +20% on weapons.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited October 2013
    frtoaster wrote: »
    I'm not sure if someone already posted this information. There are 8 new tac consoles for 4 different weapon types (beam, cannon, mine, and torpedo) and with 2 different crit bonuses (crit chance and crit severity). Vunerability locator consoles give +1.6% to crit chance, and vulnerability exploiter consoles give +8% to crit severity. The damage bonus of both console types is +25.5%.

    No energy type specific consoles? lame.
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited October 2013
    tpalelena wrote: »
    No energy type specific consoles? lame.

    Rainbow boats inbound, especially if they release a new experimental weapon that does not have an energy use penalty.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • torsten1009torsten1009 Member Posts: 454 Arc User
    edited October 2013
    Rainbow boats inbound, especially if they release a new experimental weapon that does not have an energy use penalty.

    Why do you think it has always to be the same bonus? We had the Experimental Romulan Beam Array - doesn't drain weapon-energy - , we had the Kinnetic Cutting-Beam - that is the only 360 degree weapon that deals kinnetic damage - and we had the Hyper-Refracting-Dual-Beam-Bank - that hits a second target the first time you shoot on an enemy.

    The chances would be higher to get weapons with "integrated plasmonic leech".
    But if you are looking at PvP with Elite-Fleet-Shields, then a "triphasic-random-beam-/cannon-emitter" (name based on my Elite-Droneships weapons) with (for example) twice the normal Procrate would be funny. It would allow you to get those adapting shields down, because they get hit by every damage-type and have got to adapt to each.

    And please, don't make to many skittle-boats and rainbow-beam-boats.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited October 2013
    Yeah , all this means is make rainbow boats suck less.

    At least the romulan consoles had SOME useful ones.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited October 2013
    I think there has to be power creep or new mechanics added every season in the form of BO abilities, increasing ship customization, captain abilities, doff outfitting variety, and ship abilities that are different but on par with what we currently have. At least cruisers get special abilities, but if escorts and sci gets some it will just devalue the cruiser to where it was.

    Science vessels are terrible in PvE at the moment (granted a large portion of that is the damage is king makeup of most missions which is also part of what's hurting cruisers), how would giving them something devalue what cruisers just got? Of course I will admit Science vessels already have something, it just amounts to very little (2 minute cooldown on BTSS for a bit of a drain and small chance of disable can hardly affect the flow of battle and sensor analysis which is supposed to help that AND the damage issue is fidgety); fixing those innates would be nice.

    In other news, whether Cryptic wants to admit it or even whether or not they realize it on a conscious level, tac is king because damage is king. It's very telling that the last several ships have had fairly tac heavy layouts and the latest cruiser and science vessel have both been designed to use dual cannons. If escorts weren't top dog by a mile then why would they need to hybridize everything with escorts?

    ====
    tpalelena wrote: »
    Yeah , all this means is make rainbow boats suck less.

    What's the big deal with rainbow boats anyways? If the weapon type consoles didn't lag behind damage type consoles, then rainbow boats would function just fine, what's everyone's complaint then?
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    Science vessels are terrible in PvE at the moment (granted a large portion of that is the damage is king makeup of most missions which is also part of what's hurting cruisers), how would giving them something devalue what cruisers just got? Of course I will admit Science vessels already have something, it just amounts to very little (2 minute cooldown on BTSS for a bit of a drain and small chance of disable can hardly affect the flow of battle and sensor analysis which is supposed to help that AND the damage issue is fidgety); fixing those innates would be nice.

    In other news, whether Cryptic wants to admit it or even whether or not they realize it on a conscious level, tac is king because damage is king. It's very telling that the last several ships have had fairly tac heavy layouts and the latest cruiser and science vessel have both been designed to use dual cannons. If escorts weren't top dog by a mile then why would they need to hybridize everything with escorts?

    ====



    What's the big deal with rainbow boats anyways? If the weapon type consoles didn't lag behind damage type consoles, then rainbow boats would function just fine, what's everyone's complaint then?

    I think science ships should get their innate target subsystem upgraded to level 3 instead of level 1 and their sensor analysis needs to be a constant as long as they are in battle bonus that builds up and drops off when they leave red alert, with all the placates we have today from adapted maco/klingon honor guard and critical rom rep passives, sci ships and all ships in general are constantly losing targets, so, as it stands, sci ship sensor analysis is useless.

    And it would devalue cruisers by the mechanic of "nerf by buffing something else." Cruisers just got a little something that made them better, well... it hasn't been deployed across all cruisers yet, but it's on the way. But if escorts and sci ships were to get a new, equivalent shiny, then cruisers would be back where they started, relatively speaking.

    And yes, obviously tac is king, in pve there are few instances in which having sci crowd control would be more valuable than pure tactical pwn, and most escorts can tank as well as a cruiser can while putting out more hurt, not to mention, you don't need to tank as long if you kill the enemy fast. I think this has been touched on in the thread about if tactical buffs like attack pattern omega and alpha should buff damage from grav wells and non-tac skills the way it currently does. The assumption being that the devs balance science and engineer damage abilities around tacticals being able to buff them through the roof, and thus these skills perform reasonably well for tacs and tend to be underpowered for people of the actual career that should be able to use them best. So yeah... if they made it so attack pattern alpha and other such skills only buff tactical damage, other classes may find their damage increased once skills are rebalanced.

    Personally, I don't mind if these new consoles aren't as absolutely leet as pure energy consoles, but I really wish they would be +all energy damage or +all kinetic damage so that they do not force one to go with all cannons or all beams or all torps or all mines to be used as effectively as one uses other consoles.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited October 2013
    I think science ships should get their innate target subsystem upgraded to level 3 instead of level 1 and their sensor analysis needs to be a constant as long as they are in battle bonus that builds up and drops off when they leave red alert, with all the placates we have today from adapted maco/klingon honor guard and critical rom rep passives, sci ships and all ships in general are constantly losing targets, so, as it stands, sci ship sensor analysis is useless.
    I don't think I would mind if a placate or confuse erased sensor analysis; the main problem I have with it right now is that the speed it builds up at makes it less useful for groups of small targets, but more that ANY tager changing has a chance to clear it, so healing an ally, which is something science ships are supposed to be able to do, clears it all the time.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited October 2013
    What's the big deal with rainbow boats anyways? If the weapon type consoles didn't lag behind damage type consoles, then rainbow boats would function just fine, what's everyone's complaint then?[/QUOTE]


    Well yeah that's it. The rainbow boats sucked because the energy type consoles were that better.

    Now someone who knows numbers intimately needs to find out if these consoles make rainbow boats a viable build.

    I can already see Mr Trololo with the rainbow Kumari called "Skittles" firing all energy types.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    I don't think I would mind if a placate or confuse erased sensor analysis; the main problem I have with it right now is that the speed it builds up at makes it less useful for groups of small targets, but more that ANY tager changing has a chance to clear it, so healing an ally, which is something science ships are supposed to be able to do, clears it all the time.

    Even if they made it so that *just* placates knocked sensor analysis off, they happen so often that sensor analysis would still be useless, even if they increased the speed at which it stacks, it simply makes more sense that as long as a sci vessel is in combat, it is analyzing the situation and adapting its weapons to do the most damage they can, it doesn't make sense that a placate or change of target knocks that off.


    Regarding the consoles, I don't mind them making rainbow more viable, though it's ridiculous from a canon perspective (not that we care about that anyway) for people to be firing every sort of energy type. But I am still more irritated by the consoles forcing one to be a rainbow of beams or a rainbow of cannons, at the very least, since these are supposed to be the "pinnacle" fleet consoles, and since they apparently aren't going with energy specific consoles, they should be all energy damage and all kinetic damage so that one isn't limited to buffing just torps or just mines or just beams or just cannons. And isn't it interesting that they are fine with TRIBBLE the sci console market and the eng console market with fleet consoles, but the energy console market looks like it's gonna get away relatively unscathed? Seems like more tactical favoritism >> :P lol.
  • orondisorondis Member Posts: 1,447 Arc User
    edited October 2013
    Escorts will use DHC's and turrets, with dual beam banks for spike with beam overload. If these consoles were energy specific instead of weapon specific, it'd make an already highly effective combo bonkers insane.

    I do think they should include an energy type console with a small kinetic damage bonus like +10 (and vice versa), but no way give energy specific consoles crit modifiers.
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  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    orondis wrote: »
    Escorts will use DHC's and turrets, with dual beam banks for spike with beam overload. If these consoles were energy specific instead of weapon specific, it'd make an already highly effective combo bonkers insane.

    I do think they should include an energy type console with a small kinetic damage bonus like +10 (and vice versa), but no way give energy specific consoles crit modifiers.

    I agree, that would be rather power creepy, but I would still rather them not force the cannons OR beams OR torps OR mines, just slightly more general in "energy" and "kinetic" with the modifiers. Unless they're going to introduce beam turrets and maybe a 180 degree heavy forward beam array or something so that ships that want to be forward damage heavy don't have to go with cannons.
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited October 2013
    I love the new tac consoles, but wouldn't it have been better to have Beam/Cannon and Torp/Mine consoles rather than breaking them up completely for say DBB and Cannon ships or ships that use torps and mines or do these consoles not have the heavy handed diminished returns of the old ones?
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  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited October 2013
    What I am wondrring is what is the intended niche for these consoles?

    It isn't to promote "rainbowing". Rainbow does NOT mean using 1 energy type with torps or other special weapons. Rainbowing means using multiple energy weapon types which dissipates DPS. Using torps mines and other special weapons serves a valid purpose.

    If one used 3 VR Mk XII and an appropriate Mk XII rep Tac console the damage might be slightly lower at the additive level, but the intent looks like these rep Tac consoles are there for the proc. If we use all Tac rep consoles we will lose a lot of raw damage, but if we use 1 in 4 or 2 in 5 and build for high crit chance and/or severity we could get a more spike oriented parse.

    Right now it is all moot because we haven't seen them in action so there is no use worrying about it.

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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited October 2013
    Some of you keep saying give us something that buffs all energy or all kinetic, but what I would much rather see is consoles that promote a mix.
    Give these consoles the ability to have TWO of those modifiers.

    To satisfy the guys wanting energy weapons consoles give beam and cannon damage bonuses, but an alternate that would also be nice to have would be something like beam and torp damage.

    I do want to know why this seems to be the season of crits. COnsoles that buff crits, and a ton of equipment and passives that (have a chance to) trigger on crit.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    Some of you keep saying give us something that buffs all energy or all kinetic, but what I would much rather see is consoles that promote a mix.
    Give these consoles the ability to have TWO of those modifiers.

    To satisfy the guys wanting energy weapons consoles give beam and cannon damage bonuses, but an alternate that would also be nice to have would be something like beam and torp damage.

    I do want to know why this seems to be the season of crits. COnsoles that buff crits, and a ton of equipment and passives that (have a chance to) trigger on crit.

    Oh lord, I hadn't even thought of what this will do for the crit placate... eff, I'm going to be blind all the time instead of just half of it. -.- Great. Another case for sensor analysis to be a "red alert" build up rather than target build up.
  • hitarujuzuhitarujuzu Member Posts: 2 Arc User
    edited October 2013
    to much crit... and now choose between beam and cannons? that?s bad. and the girls n guys with mixed weapons? cannons and beams... what they do?

    I would prefer a tac console with flow caps or driver coil and batts power or something else...
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    hitarujuzu wrote: »
    to much crit... and now choose between beam and cannons? that?s bad. and the girls n guys with mixed weapons? cannons and beams... what they do?

    I would prefer a tac console with flow caps or driver coil and batts power or something else...

    those are engineering secondaries, the tactical consoles would only get some other tactical specialty as secondary like accuracy or crit or defense or mixed energy +kinetic
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited October 2013
    I've mentioned this before, but I would most have like it if we had effects added.

    That kinetic sounds decent enough (I can also see adding other energy types such as a phaser console that adds AP damage; the hybrid weapons just add procs, not damage), but I would kill to have a console that boosts proc rates.
  • umaekoumaeko Member Posts: 748 Arc User
    edited October 2013
    Personally, I'm rather disappointed in the new fleet tactical consoles.

    What we get is a console that provides a blanket bonus to a weapon type and then an increase to frequency/potency of critical hits. Because it's a weapon type, it's going to greatly empower boating-builds... builds I've never considered to be strongly Trek so much as metagamey.

    Thing is, I was excited by the prospect of Fleet tactical consoles - I was thinking of what they'd done with the Fleet engineering ones, and hoped for mixed utility tactical consoles that would allow us players to run ships with mixed arsenal more credibly.

    For example, a directed energy/projectile combo instead. Say, +30% Phaser Damage, +15% Photon Torpedo damage. Or +30% phaser/+15% quantums. Or again 30% plasma energy/+15% plasma projectiles.

    These kinds of consoles would legitimize in certain ways playing a six beam/two torp launcher cruiser over the touted-as-most-efficient 8 beam array boats, or the all-cannon-escorts.

    One of my strongest characters is a Romulan in a Fleet T'varo, and her armament includes the experimental plasma array, the hyper-plasma torpedo, heavy plasma cannons and plasma turrets for the rear... and since most of that includes mixed weaponry (which is set-encouraged to boot!) the new fleet consoles strike me as very "meh".

    I wish they'd have encouraged diversity by making mixing energy/projectile weaponry more than encouraging boating. I'm not saying catering to the boating builds is bad, but I do think it's unhealthy for the game's newest content to only cater to them.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2013
    umaeko wrote: »
    Personally, I'm rather disappointed in the new fleet tactical consoles.

    What we get is a console that provides a blanket bonus to a weapon type and then an increase to frequency/potency of critical hits. Because it's a weapon type, it's going to greatly empower boating-builds... builds I've never considered to be strongly Trek so much as metagamey.

    Thing is, I was excited by the prospect of Fleet tactical consoles - I was thinking of what they'd done with the Fleet engineering ones, and hoped for mixed utility tactical consoles that would allow us players to run ships with mixed arsenal more credibly.

    For example, a directed energy/projectile combo instead. Say, +30% Phaser Damage, +15% Photon Torpedo damage. Or +30% phaser/+15% quantums. Or again 30% plasma energy/+15% plasma projectiles.

    These kinds of consoles would legitimize in certain ways playing a six beam/two torp launcher cruiser over the touted-as-most-efficient 8 beam array boats, or the all-cannon-escorts.

    One of my strongest characters is a Romulan in a Fleet T'varo, and her armament includes the experimental plasma array, the hyper-plasma torpedo, heavy plasma cannons and plasma turrets for the rear... and since most of that includes mixed weaponry (which is set-encouraged to boot!) the new fleet consoles strike me as very "meh".

    I wish they'd have encouraged diversity by making mixing energy/projectile weaponry more than encouraging boating. I'm not saying catering to the boating builds is bad, but I do think it's unhealthy for the game's newest content to only cater to them.

    Personally, I thought the whole point of weapons having power drain was to prevent all-energy builds like 8 beams or all cannons from being the best. I thought the drain was supposed to make it so that 8 beams would give you, basically, the same damage as 6 beams due to drain. Maybe the devs didn't take into account having more proc/crit chances resulting in better damage despite the drain... or something... I dunno. Really wish they'd make it so more canon builds would be more viable. I know I was certainly hoping for energy type+ torps
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited October 2013
    I agree the mods should have been energy damage type + torpedo or mine damage or weapons training etc. Then torpedo damage type + beam or cannon damage or weapons training etc.
  • lianthelialianthelia Member Posts: 7,891 Arc User
    edited October 2013
    Personally, I thought the whole point of weapons having power drain was to prevent all-energy builds like 8 beams or all cannons from being the best. I thought the drain was supposed to make it so that 8 beams would give you, basically, the same damage as 6 beams due to drain. Maybe the devs didn't take into account having more proc/crit chances resulting in better damage despite the drain... or something... I dunno. Really wish they'd make it so more canon builds would be more viable. I know I was certainly hoping for energy type+ torps

    Well there are so many things to use that boost your power these days, or reduce power drain. The current a2b/Marion build is a big one, or a skilled engineer in a cruiser with the right abilities was able to pull off it with efficiency.

    I too was hoping for some energy/projectile hybrid, I love torps...just doesn't feel like Trek without them....
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