The real probleme with FAW is the DPS , i mean on single target its ok i dont see a probleme , but on multiple target it do 3 x more domage
I did a test with 4 friends , i told them to use only tac team ..
Exemple : Scimitar with ambush , Attack Patern Omega 3 , Attack Paturn Afla 3 , Emergency Power to Weapon 3 , weapon batterie with 2 boost doff (+20% domage ) , Tactical Fleet 2, Tactical Team 1 , Directed Energy Modulation 1 and Fire At Will 3
with healing and resist on 4 target its 30k-40k DPS
with my bug ship buffed with APO 1 ,tt 1 , alfa 3 , tac fleet and Crf 3 i do 19-20 k DPS
The real probleme i have with that is, its not logical plus its ridicoulous ... i mean its not suposed to keep the same DPS on multiple target like : i shoot 4 target exemple one of them will receive less hit and less DPS per hit , no ? ??? . Like i played for a couple of day with faw and im able to kill 3-4 medium/good player in same time ....
here is no point anymore to play a escort in PvP if the DPS from FAW on multiple target is not fixed !
[System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
Single target? 5 shots to one target.
Two targets? 10 shots split amongst two targets.
Three targets? 10 shots split amongst three targets.
Four targets? 10 shots split amongst four targets.
yes but .. why on 4 target i get 70k DPS .... and vape 3-4 guy in same time ...
[System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
in the test i made i was using disruptor beam mk xi acc x 2 crtD and MK XII purple console with Scimitar with ambush , Attack Patern Omega 3 , Attack Paturn Afla 3 , Emergency Power to Weapon 3 , weapon batterie with 2 boost doff (+20% domage ) , Tactical Fleet 2, Tactical Team 1 , Directed Energy Modulation 1 and Fire At Will 3
[System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
[System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
in the test i made i was using disruptor beam mk xi acc x 2 crtD and MK XII purple console with Scimitar with ambush , Attack Patern Omega 3 , Attack Paturn Afla 3 , Emergency Power to Weapon 3 , weapon batterie with 2 boost doff (+20% domage ) , Tactical Fleet 2, Tactical Team 1 , Directed Energy Modulation 1 and Fire At Will 3
He means were they debuffed like as in the Dyson rep power thing.
He means were they debuffed like as in the Dyson rep power thing.
oh just dyson rep tier 2 .. i dont choosed my tier 4 ..
[System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
faws just stupid period. the fact that it is so good ruins the game, becus good players use it. they could be doign somethign else alot more fun/interesting/exciting. thats my 2 cents. less faw, more ion beam. harder funner TRIBBLE yeah
man they break things all the time. its really rather demoralizing.
i enjoy my faw boats, i prefer cruiser play over escorts. but i dont want to be using something broken.
the worst thing is when they 'fix' it they'll either break it in a differant way or break something else.
you know every mmo has its issues. always bugs 'n whatnot.
'n there's always players qqing about bugs 'n whatnot.
but overall, you guys are really really bad as far as how well you're able to deal with it.
you cant be any sort of hard core gamer 'n not get ticked off at this nonsense.
Just so you know there's currently no power drain with FAW which will inflate figures substantially, I think I heard it was being fixed (and other things broken) in this patch.
So yeah try testing after today's patch Zelda you should see some slight difference at least.
Can anyone remember when faw wasn't broken in some form or fassion? I don't think it has ever worked as intended since I began playing.
It was working fine for the most part during the first year, before New Faw(tm) happened. Back then, FAW would randomly hit targets (with 5 shots per cycle) instead of doing the current "5 shots against selected target + 5 shots against other targets" thing that New Faw introduced. (Players told Cryptic that New Faw was a bad idea even when it was still only on tribble - of course Cryptic ignored them and released it anyway).
There was a short period of time with the old FAW when DBB escorts where popular due to a wrong damage modifier, but even that required some piloting skill (you had to isolate a target because otherwise the random nature of FAW made it impossible to hit the intended target) and after it was fixed, FAW was good for spam clearing (back then, the only spam was mines and photonic fleet) and had its place on teams without being overpowered in any way.
Long story short: Everything was better in the good old days.
The damage output of the scimitar is just stupid. The DEM hits with a full buffed scimitar with ambush destroy ships with 40k+ in a sec without even touching his shields. Add 2 or 3 of those scimitards in a team and done, instant 5-man kill alpha.
I'm not agains't faw boats, in general there is many ways of counter them with a decent team, but those scmitars decloaking and destroying an entire team in 2 seconds is out of balance by a BIG margin.
The main problem is the Marion doff...power drain protection like nadon inversion beam for engineers
With the quartermaster Doff..battery cooldown
Gives the scinitar 125 power that doesnt drop
Add in aux to bat
add in plasmonic leach with DEM whch cycles the marion Doff
Full 125 power that doesnt drop
BFAW isnt the problem these things are the problem
Tactical players should not have access to nadon inversion beam thats a engineer skill and they get it thru the marion Doff and DEM add all the attack powers to is and its overpowered
if anything is overpowered its the marion Doff
there is nothing wrong with BFAW
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Many people will hate me for saying this, but energy weapons should get a reduction to damage against hull.
Basicly forcing people to implement torpedo's into their builds. This would get people to HAVE to trade away points in skills that buff energy weapons to maximum + heals and debuffs to maximum. At the same time you would be forced to trade away all the dps boosters directed to energy weapons. In return you would have an even larger variety of ways on how to build a fun boat.
As it is today torpedo's are basicly useless... why slot a torpedo, if you can just continue to fire with the energy weapons after shields are down?
I have a large variety of builds based on both, plasmomic leech, drain, aux2bat+marion with FAW that i utterly enjoy very much. I also have builds with DHC that are equally awesome, and i dont use torpedo's on any of them... just because its basicly pointless to waste skillpoints and console slots on torpedo damage.... when a BO3 can do the spike i need anyways...
That being said, i have to say i really dont care one way of the other, cause i will always find away to build my ships to adapt to the changes. Its also one of my larger joys in this game.
"Better were the days when mastery o' space came not from bargains struck with eldritch creatures... but from the sweat of a man's brow and the strength of his back alone. Ye all know thi's to be true!"
Many people will hate me for saying this, but energy weapons should get a reduction to damage against hull.
Basicly forcing people to implement torpedo's into their builds. This would get people to HAVE to trade away points in skills that buff energy weapons to maximum + heals and debuffs to maximum. At the same time you would be forced to trade away all the dps boosters directed to energy weapons. In return you would have an even larger variety of ways on how to build a fun boat.
As it is today torpedo's are basicly useless... why slot a torpedo, if you can just continue to fire with the energy weapons after shields are down?
I have a large variety of builds based on both, plasmomic leech, drain, aux2bat+marion with FAW that i utterly enjoy very much. I also have builds with DHC that are equally awesome, and i dont use torpedo's on any of them... just because its basicly pointless to waste skillpoints and console slots on torpedo damage.... when a BO3 can do the spike i need anyways...
That being said, i have to say i really dont care one way of the other, cause i will always find away to build my ships to adapt to the changes. Its also one of my larger joys in this game.
I believe the problem with energy weapons vs. torps and mines is not the (arguably) miniscule pittiance of damage energy weapons do against bare hull, but that a facing shield with a 1% sliver left is enough to fend off most of a torpedo's damage.
Long story short: Everything was better in the good old days.
No surprise. This follows logically from the Second Law of Thermodynamics. As the entropy of a closed system must always increase, positive change can never come from within. Since STO is a closed system and cannot be modified by user input, it must necessarily continue to degrade as entropy must always increase. The only way this trend can be arrested is if the rate of change decreases, the extreme end being to freeze the game in its current state and never touch it again, producing the best game experience possible.
Yep they could reduce the amount of dmg energy does to hull... I would like that change. However it couldn't happen with out an increase to the amount of dmg torpedos and mines do to shields.
Shields are far to easy to keep up to force everyone to rely on torpedos to end people... all that would happen is everyone would be spamming transphasics... and when 4 or 5 people on a team do that... they are in fact pretty darn effective as it is.
Really though add the sliding torpedo shield dmg that has been talked about in many threads... where the lower your shields are the more dmg torps do to them... and make that dmg CONTINUE to the hull under a specific amount... so that a 9k torp would take that last 1k of shielding someone has and apply the 8k left to the hull.
Do that and energy dmg to hull could be halved easily.
While the Marion DOFF has some usage in the build - you can actually remove it and see very little loss in output (again, I've tested this).
What is happening with beam arrays is that several mechanics have all aligned with power creep to create what we have.
It's not any single mechanic, although I've posted repeatedly where the devs could tune it down by quite a large portion by tweaking two specific mechanics.
The real probleme with FAW is the DPS , i mean on single target its ok i dont see a probleme , but on multiple target it do 3 x more domage
I did a test with 4 friends , i told them to use only tac team ..
Exemple : Scimitar with ambush , Attack Patern Omega 3 , Attack Paturn Afla 3 , Emergency Power to Weapon 3 , weapon batterie with 2 boost doff (+20% domage ) , Tactical Fleet 2, Tactical Team 1 , Directed Energy Modulation 1 and Fire At Will 3
with healing and resist on 4 target its 30k-40k DPS
with my bug ship buffed with APO 1 ,tt 1 , alfa 3 , tac fleet and Crf 3 i do 19-20 k DPS
The real probleme i have with that is, its not logical plus its ridicoulous ... i mean its not suposed to keep the same DPS on multiple target like : i shoot 4 target exemple one of them will receive less hit and less DPS per hit , no ? ??? . Like i played for a couple of day with faw and im able to kill 3-4 medium/good player in same time ....
here is no point anymore to play a escort in PvP if the DPS from FAW on multiple target is not fixed !
Single target? 5 shots to one target.
Two targets? 10 shots split amongst two targets.
Three targets? 10 shots split amongst three targets.
Four targets? 10 shots split amongst four targets.
what does FaW do whn there is only one target? im too lazy to,test myself.
On another note, i cant believe people still blame an 8 second doff (with 200 drain resist) that can be used at most for 10~ % of a minute AT MOST, assuming you have two copies of dem. or aux to bat, in which case just blame auxtobat for,being OP.
Where Cutter+borg console is the real culprit with an estimate uptime of 75% which gives +500 drain resist.
Add some broken overcapping mechanic to it and ur done (supposedly this part will be fixed now, but i doubt it)
Indeed, overcapping and drain resistance are two of the most powerful contributors to what we are seeing with beam arrays.
Unfortunately too many people are confused by what they see and are blaming pretty much everything else, erroneously blaming FAW, DEM, A2B, Marion, etc.
The Nukara console is just icing on the cake, it was designed most likely with the Nukara DBB in mind - unfortunately its application is much broader and therefore more problematic.
We don't even know if the devs realize the scope and depth of the problem right now, although several of us have tried to tell them - however I doubt they'd even consider adding a +10 ACC to cannon weapons console.
They probably still think DHCs are "too good" - which hasn't been true for quite some time now.
Comments
yes but .. why on 4 target i get 70k DPS .... and vape 3-4 guy in same time ...
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
French Canadian
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
French Canadian
the mod just changed my title, Thx mod :P
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
French Canadian
He means were they debuffed like as in the Dyson rep power thing.
[System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.
French Canadian
man they break things all the time. its really rather demoralizing.
i enjoy my faw boats, i prefer cruiser play over escorts. but i dont want to be using something broken.
the worst thing is when they 'fix' it they'll either break it in a differant way or break something else.
you know every mmo has its issues. always bugs 'n whatnot.
'n there's always players qqing about bugs 'n whatnot.
but overall, you guys are really really bad as far as how well you're able to deal with it.
you cant be any sort of hard core gamer 'n not get ticked off at this nonsense.
So yeah try testing after today's patch Zelda you should see some slight difference at least.
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.
@DevolvedOne
There was a short period of time with the old FAW when DBB escorts where popular due to a wrong damage modifier, but even that required some piloting skill (you had to isolate a target because otherwise the random nature of FAW made it impossible to hit the intended target) and after it was fixed, FAW was good for spam clearing (back then, the only spam was mines and photonic fleet) and had its place on teams without being overpowered in any way.
Long story short: Everything was better in the good old days.
vintage '10 fed tears> fuel for the conquest!
I'm not agains't faw boats, in general there is many ways of counter them with a decent team, but those scmitars decloaking and destroying an entire team in 2 seconds is out of balance by a BIG margin.
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
You're right as always and tell those damn kids TO GET OFF MY LAWN!!!
With the quartermaster Doff..battery cooldown
Gives the scinitar 125 power that doesnt drop
Add in aux to bat
add in plasmonic leach with DEM whch cycles the marion Doff
Full 125 power that doesnt drop
BFAW isnt the problem these things are the problem
Tactical players should not have access to nadon inversion beam thats a engineer skill and they get it thru the marion Doff and DEM add all the attack powers to is and its overpowered
if anything is overpowered its the marion Doff
there is nothing wrong with BFAW
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Basicly forcing people to implement torpedo's into their builds. This would get people to HAVE to trade away points in skills that buff energy weapons to maximum + heals and debuffs to maximum. At the same time you would be forced to trade away all the dps boosters directed to energy weapons. In return you would have an even larger variety of ways on how to build a fun boat.
As it is today torpedo's are basicly useless... why slot a torpedo, if you can just continue to fire with the energy weapons after shields are down?
I have a large variety of builds based on both, plasmomic leech, drain, aux2bat+marion with FAW that i utterly enjoy very much. I also have builds with DHC that are equally awesome, and i dont use torpedo's on any of them... just because its basicly pointless to waste skillpoints and console slots on torpedo damage.... when a BO3 can do the spike i need anyways...
That being said, i have to say i really dont care one way of the other, cause i will always find away to build my ships to adapt to the changes. Its also one of my larger joys in this game.
I believe the problem with energy weapons vs. torps and mines is not the (arguably) miniscule pittiance of damage energy weapons do against bare hull, but that a facing shield with a 1% sliver left is enough to fend off most of a torpedo's damage.
Shields are far to easy to keep up to force everyone to rely on torpedos to end people... all that would happen is everyone would be spamming transphasics... and when 4 or 5 people on a team do that... they are in fact pretty darn effective as it is.
Really though add the sliding torpedo shield dmg that has been talked about in many threads... where the lower your shields are the more dmg torps do to them... and make that dmg CONTINUE to the hull under a specific amount... so that a 9k torp would take that last 1k of shielding someone has and apply the 8k left to the hull.
Do that and energy dmg to hull could be halved easily.
It really isn't, I've tested it - a few times.
While the Marion DOFF has some usage in the build - you can actually remove it and see very little loss in output (again, I've tested this).
What is happening with beam arrays is that several mechanics have all aligned with power creep to create what we have.
It's not any single mechanic, although I've posted repeatedly where the devs could tune it down by quite a large portion by tweaking two specific mechanics.
Truth is:
- Cutter still procs insanely much on FaW boats, causing almost +500 drain resist for 80% uptime.
- Beams without faw can still be overcapped and still have an advantage over 45 arc weapons.
- nukara console still benefits beam / faw boats more than dhc/cannon/beam overload builds.
discuss.
Dammit!!!
why do it do more dmg ???? haha
what does FaW do whn there is only one target? im too lazy to,test myself.
On another note, i cant believe people still blame an 8 second doff (with 200 drain resist) that can be used at most for 10~ % of a minute AT MOST, assuming you have two copies of dem. or aux to bat, in which case just blame auxtobat for,being OP.
Where Cutter+borg console is the real culprit with an estimate uptime of 75% which gives +500 drain resist.
Add some broken overcapping mechanic to it and ur done (supposedly this part will be fixed now, but i doubt it)
Unfortunately too many people are confused by what they see and are blaming pretty much everything else, erroneously blaming FAW, DEM, A2B, Marion, etc.
The Nukara console is just icing on the cake, it was designed most likely with the Nukara DBB in mind - unfortunately its application is much broader and therefore more problematic.
We don't even know if the devs realize the scope and depth of the problem right now, although several of us have tried to tell them - however I doubt they'd even consider adding a +10 ACC to cannon weapons console.
They probably still think DHCs are "too good" - which hasn't been true for quite some time now.
Overcap and eps transfer will need to be incredibly high to compensate that 48 drain per cycle.
Marion will be needed by beams again, kcb 2p may find a home in every beam build as well
My PvE/PvP hybrid skill tree