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Experimental Proton Weapon

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    dahminusdahminus Member Posts: 0 Arc User
    edited November 2013
    Could I make a simple request to the tester...does anything change when you click on the info selection when right clicking the weapon when on ship and off ship?

    The hover over tip has been rather buggy for other weapons. Curious if this solves the issue
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited November 2013
    One tiny request: Would it be possible to let the weapon fire from the turret hardpoints while in beam mode? Like the episode reward from Sphere of Influence? It would look more consistent that way.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
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    ruminate00ruminate00 Member Posts: 0 Arc User
    edited November 2013
    john98837 wrote: »
    This would be the best solution, as a turret it would be a viable weapon for Escorts, Cruisers, and Science ships. Even with a damage buff it would really only be viable for cruisers, and possibly sci ships.

    I would love it if they turned it into a turret. They wouldn't need to bake in an extra damage bonus if they make it 360 degrees.
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited November 2013
    john98837 wrote: »
    This would be the best solution, as a turret it would be a viable weapon for Escorts, Cruisers, and Science ships. Even with a damage buff it would really only be viable for cruisers, and possibly sci ships.

    IDK, it's kinda nice having weapons that aren't more effective on scorts. Gives me a reason to use something else.
    As a time traveller, Am I supposed to pack underwear or underwhen?

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    verline1verline1 Member Posts: 0 Arc User
    edited November 2013
    Making it a arc turret weapon would be handy. Curently on my carriers im quickly running out of room to put in weapons effectvly with set bonus in mind. slow turn means putting any sort of small arc weapon on the back limits its use, and front needs my primary weapons
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    lianthelialianthelia Member Posts: 7,836 Arc User
    edited November 2013
    Do we really need every weapon to be effective on escorts? Reminds me when people wanted to make the Experimental Romulan Beam a DBB or even make DHC version.

    You can use it on a Escort...even works with Cannon powers...if it isn't efficient enough for your build than it isn't...move on.

    Why must everything be made for Escorts?!?
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    john98837john98837 Member Posts: 761 Arc User
    edited November 2013
    lianthelia wrote: »
    Do we really need every weapon to be effective on escorts? Reminds me when people wanted to make the Experimental Romulan Beam a DBB or even make DHC version.

    You can use it on a Escort...even works with Cannon powers...if it isn't efficient enough for your build than it isn't...move on.

    Why must everything be made for Escorts?!?

    Everything made for escorts eh? Lets see Omega rep has the cutting beam, that's good for any ship including escorts. Romulan rep has plasma beam array, worthless for an escort. Nukara rep has a tetryon dual beam bank, other than pvp alpha strikes this is also worthless on an escort. So to recap we have 3 rep energy weapons, 1 weapon that is good for escorts, and any other ship, and 2 that are not for escorts.

    If anything everything is being made for cruisers, every rep weapon is good for cruisers so far, and the proton weapon is really only viable on a cruiser as it stands. As has been stated before making it a turret would also make it viable for science ships and carriers to who are limited to 3 forward slots.
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    ruminate00ruminate00 Member Posts: 0 Arc User
    edited November 2013
    lianthelia wrote: »
    Do we really need every weapon to be effective on escorts? Reminds me when people wanted to make the Experimental Romulan Beam a DBB or even make DHC version.

    You can use it on a Escort...even works with Cannon powers...if it isn't efficient enough for your build than it isn't...move on.

    Why must everything be made for Escorts?!?

    You need it to be effective on escorts to prevent the gap between escorts and cruisers from widening further. Cruisers are the best DPS ships when outfitted with the most expensive gear. They are also now on par with escorts when outfitted with cheap gear due to the new cruiser commands. You want to lessen the gap, not widen it.

    It'd also be more effective on sci ships because they will have a good weapon that can utilize their innate subsystem targetting from any angle. Specifically, sci torp boats and aux DHC vestas become better(an a2b rommy plasma vesta is better than the current aux DHC vesta)

    Edit: Scratch the sci ship thing. I just read the tooltip and noticed it doesn't affect subsystem targetting at all. Really, Cryptic? /sigh
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    tom61stotom61sto Member Posts: 3,648 Arc User
    edited November 2013
    ruminate00 wrote: »
    You need it to be effective on escorts to prevent the gap between escorts and cruisers from widening further. Cruisers are the best DPS ships when outfitted with the most expensive gear. They are also now on par with escorts when outfitted with cheap gear due to the new cruiser commands. You want to lessen the gap, not widen it.

    It'd also be more effective on sci ships because they will have a good weapon that can utilize their innate subsystem targetting from any angle. Specifically, sci torp boats and aux DHC vestas become better(an a2b rommy plasma vesta is better than the current aux DHC vesta)

    Edit: Scratch the sci ship thing. I just read the tooltip and noticed it doesn't affect subsystem targetting at all. Really, Cryptic? /sigh

    The new 'Sphere of Influence' mission gives a 360 degree target-subsystem compatible Anti-Proton Beam Array, so that niche need is mostly filled already.

    As far as Sci ships, the experimental weapon might have an interesting synergy, since the Rep Sci console gives Sci abilities a proc that deals proton damage, it might be worthwhile on less tactical Sci vessels to mount the +Proton and half Polaron type Tac consoles in their two or three Tac spots, which, along with the set bonus, boost the Sci-proton proc, Proton-Polaron procs and the experimental weapon's damage.
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    lianthelialianthelia Member Posts: 7,836 Arc User
    edited November 2013
    If this weapon is so powerful then why do you care about the arc? If it is gonna make Cruisers more powerful then why not replace a cannon?

    Can you really see this thing making the primary max dps cruiser builds stronger? I highly doubt it's worth giving up a beam for...

    Making a turret would ruin it, either it would be to powerful and it will be nerfed or it's going to be weak and after the escort-ers fighting for it, it will be worthless and they will cast it aside.

    I mean I've already seen it, people complaining there is no way to boost it without losing damage to your primary weapons...

    I doubt this weapon is gonna make a boom for escorts, so if you don't mind I'd like to not have it nerfed!
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    ladymyajhaladymyajha Member Posts: 1,427 Arc User
    edited November 2013
    ruminate00 wrote: »
    You need it to be effective on escorts to prevent the gap between escorts and cruisers from widening further. Cruisers are the best DPS ships when outfitted with the most expensive gear. They are also now on par with escorts when outfitted with cheap gear due to the new cruiser commands. You want to lessen the gap, not widen it.

    It'd also be more effective on sci ships because they will have a good weapon that can utilize their innate subsystem targetting from any angle. Specifically, sci torp boats and aux DHC vestas become better(an a2b rommy plasma vesta is better than the current aux DHC vesta)

    Edit: Scratch the sci ship thing. I just read the tooltip and noticed it doesn't affect subsystem targetting at all. Really, Cryptic? /sigh

    Oh please, this thing is just as effective on a cruiser and a sci ship as it is on an escort. With a horrible arc on it, it's more effective on an escort since it can be point and shoot. Coupled with the synergy with a proton torpedo launcher, and it's designed for a ship with a front firing arc.

    it's also effected by Rapid Fire, meaning its on par with a beam boat using fire at will.

    So basically it's either effective enough to replace one of your precious DHCs or it's not as effective as your precious DHC. If it is, then any escort will benefit by using it. If it's not, then DHCs are better, and using this will not make a cruiser as effective as an escort using DHCs.

    On a broadside beam boat, I have to twist constantly to fire the photon torpedo, loosing the effectiveness of my broadsides, or I have to use the broadsides, making the photon torpedo less effective.

    The only thing MAYBE that'll it'll improve over an DHC using escort is a dual beam boat, and honestly I haven't crunched the numbers to see if this thing is better then a dual beam boat or worse. That's kind of up to how well it crits and how well it's resisted, since Proton damage isn't resisted all that well.
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    ruminate00ruminate00 Member Posts: 0 Arc User
    edited November 2013
    ladymyajha wrote: »
    On a broadside beam boat, I have to twist constantly to fire the photon torpedo, loosing the effectiveness of my broadsides, or I have to use the broadsides, making the photon torpedo less effective.

    Console + Experimental Weapon = BFAW
    Console + Experimental Weapon + Torpedo = CRF

    Why would you even need to use the torpedos on a cruiser?
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    raptor63549raptor63549 Member Posts: 642 Arc User
    edited November 2013
    The arc is not the problem. The damage really isn't the problem either.

    The problem is the weapon isn't boosted by any of our regular tactical consoles, BUT since the Dyson consoles do have proton damage on the,, Cyrptic won't just raise the damage of the weapon since there ARE consoles that affect it.


    I wonder if a crit build with Protonic Polarons, this weapon and the dyson consoles will be any good, because outside that, I don't see much use.
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    ladymyajhaladymyajha Member Posts: 1,427 Arc User
    edited November 2013
    ruminate00 wrote: »
    Why would you even need to use the torpedos on a cruiser?

    Because if I want the 3-piece set bonus that this thing gives us you HAVE to use a torpedo on a cruiser, it's part of the set, and the set bonus is actually pretty nice.

    But if you're saying, why should I twist to use it, the answer simply is, because otherwise I have a weapon that's just sitting there doing nothing, and that the gravimetic rift it produces isn't all that bad.
    The arc is not the problem. The damage really isn't the problem either.

    The problem is the weapon isn't boosted by any of our regular tactical consoles, BUT since the Dyson consoles do have proton damage on the,, Cyrptic won't just raise the damage of the weapon since there ARE consoles that affect it.


    I wonder if a crit build with Protonic Polarons, this weapon and the dyson consoles will be any good, because outside that, I don't see much use.

    I kind have to agree. I've been testing it on Tribble, and it seems to be a decent weapon but not a great weapon. So if you're someone who doesn't use energy specific tac consoles, for whatever reason, I can almost see a use for it, but if you're going energy specific it's not that great.

    Now that said, Bort earlier did say he was looking into possibly "baking in" a console boost, so lets see how that works. Course we only have a week left, nothing like pushing it to the last moment.
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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2013
    Has anyone noticed that the Experimental Proton Weapon can be aft mounted in a rear weapon slot?
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    ladymyajhaladymyajha Member Posts: 1,427 Arc User
    edited November 2013
    Has anyone noticed that the Experimental Proton Weapon can be aft mounted in a rear weapon slot?

    Yes it can, I've mounted it in both forward and aft slots.

    That said, I'm still testing it before I bug it, but it does seem that the 180 degree arc on the aft, is actually more of a 120 degree arc, meaning you have to point a bit more aft end towards the enemy to get it to fire. Not enough to really matter, unless you are trying to twist a cruiser or a carrier, then you have to twist a bit more for the thing to fire, but not enough to really matter.
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    ruminate00ruminate00 Member Posts: 0 Arc User
    edited November 2013
    ladymyajha wrote: »
    Because if I want the 3-piece set bonus that this thing gives us you HAVE to use a torpedo on a cruiser, it's part of the set, and the set bonus is actually pretty nice.

    But if you're saying, why should I twist to use it, the answer simply is, because otherwise I have a weapon that's just sitting there doing nothing, and that the gravimetic rift it produces isn't all that bad.

    The set bonus is only a 10% increase in crit severity. The other bonuses are for cannons and torpedos.
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    ladymyajhaladymyajha Member Posts: 1,427 Arc User
    edited November 2013
    ruminate00 wrote: »
    The set bonus is only a 10% increase in crit severity. The other bonuses are for cannons and torpedos.

    You say that like a 10% increase in crit severity is worthless.
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    ruminate00ruminate00 Member Posts: 0 Arc User
    edited November 2013
    ladymyajha wrote: »
    You say that like a 10% increase in crit severity is worthless.

    It is when you have to give up a beam array for a torpedo.
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    ladymyajhaladymyajha Member Posts: 1,427 Arc User
    edited November 2013
    ruminate00 wrote: »
    It is when you have to give up a beam array for a torpedo.

    What are you running, an 8 beam cruiser?
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    raptor63549raptor63549 Member Posts: 642 Arc User
    edited November 2013
    Didn't they originally say the torp would be a 180 degree affair?
    What ever happened to that?

    As far as set bonuses go, if you have a broadside cruiser, you don't need the 3set anyways since it adds CRF and a torpedo boost. All you need is the console and beam which lets you use FAW with it (and buffs photons which you aren't using).
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    babahanz1babahanz1 Member Posts: 38 Arc User
    edited November 2013
    Two things that I have noticed, that I did not see mentioned elsewhere:

    1-While the base Proton damage scales with weapons power, it seems as though the proc off a crit scales with auxiliary power (number went up/down on tool tip as aux increased/decreased). It didn't fluctuate much, mind you, with the difference being 30-35ish base damage between 50ish and 125 aux. Not sure if this is a bug or working as intended.

    2-The other thing, that I am convinced is a bug (until a dev says otherwise), is that this weapon fired for me with enhanced battle cloak enabled on my T'varo. Basically, I equipped all three parts of the set, with both the torpedo and proton weapon on the rear. I was looking to see if I wanted the torpedo for my torp boat, and decided to test it out this way on a standard enemy ship. To my complete surprise, the energy weapon started firing as well. While remaining cloaked, I threw on some normal energy weapons on the front, to see if they would fire, and they didn't. So my question to the devs is is this a unique attribute to the weapon, or indeed a bug as I strongly suspect?
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    hajmyishajmyis Member Posts: 405 Arc User
    edited November 2013
    You said AUX effects the proc, so is proton extioc damage. If so PG skill should effect that weapon making it very useful for science build.
    "Frankly, not sure why you're on a one man nerf campaign. "
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    babahanz1babahanz1 Member Posts: 38 Arc User
    edited November 2013
    Never mind the first part. That had to do with my T4 Nukara passive.

    I still can't figure out how I'm able to fire an energy weapon under EBC though.
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    warpetwarpet Member Posts: 506 Arc User
    edited November 2013
    weapon still bugged or they fixed it with y day patch?
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    babahanz1babahanz1 Member Posts: 38 Arc User
    edited November 2013
    It still fires from EBC.
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited November 2013
    babahanz1 wrote: »
    It still fires from EBC.

    Fixed internally, will be in a patch soon.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited November 2013
    Yeah I had put in a ticket for it and in different thread since I overlooked this thread.

    Edit: Since its already been fixed internally someone can close out http://sto-forum.perfectworld.com/showthread.php?t=904411
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    omegaphallicomegaphallic Member Posts: 101 Arc User
    edited November 2013
    ruminate00 wrote: »
    Console + Experimental Weapon = BFAW
    Console + Experimental Weapon + Torpedo = CRF

    Why would you even need to use the torpedos on a cruiser?

    My FDC has 3 single cannons, a photon torp, 3 turrets and mines. Not every cruiser build is a beam boat.
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    john98837john98837 Member Posts: 761 Arc User
    edited November 2013
    ................

    That said, we're also considering the possibility of 'baking in' a certain amount of bonus that would usually only be available via Tactical Consoles, since there will not be any +30% Proton Dmg consoles available at the launch of S8.

    Any news on upgrading this weapon or making it a turret as so many have requested? Going live in few days, haven't seen anything about making this weapon better in he patch notes so far.
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