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Re: FaW as it relates to PvP Gameplay

nebulgamnezarnebulgamnezar Member Posts: 152 Arc User
edited February 2014 in PvP Gameplay
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

-single target : 25k DPS
- 2 target : 40k DPS
- 3 target : 60k DPS
- 4 target : 70k DPS

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.

French Canadian
Post edited by nebulgamnezar on
«134567

Comments

  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited December 2013
    Indeed, weapon power overcapping will still keep FAW scims total hax.
    [SIGPIC][/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • nebulgamnezarnebulgamnezar Member Posts: 152 Arc User
    edited December 2013
    That's not how it works.

    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.

    French Canadian
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • nebulgamnezarnebulgamnezar Member Posts: 152 Arc User
    edited December 2013
    Are there debuffs in play?
    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.

    French Canadian
  • westx211westx211 Member Posts: 42,328 Arc User
    edited December 2013
    The hell? Why'd half of the thread get moved?
    Men are not punished for their sins, but by them.
  • nebulgamnezarnebulgamnezar Member Posts: 152 Arc User
    edited December 2013
    westx211 wrote: »
    The hell? Why'd half of the thread get moved?

    the mod just changed my title, Thx mod :P
    [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.

    French Canadian
  • westx211westx211 Member Posts: 42,328 Arc User
    edited December 2013
    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.
    Men are not punished for their sins, but by them.
  • nebulgamnezarnebulgamnezar Member Posts: 152 Arc User
    edited December 2013
    westx211 wrote: »
    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.

    French Canadian
  • realminirealmini Member Posts: 243 Arc User
    edited December 2013
    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
  • wiggles247wiggles247 Member Posts: 15 Arc User
    edited December 2013
    Lovely and easier than before??!!! PLSSSTAKE MY MONEYYY...oh wait..i got the scimi set already lol.
  • lake1771lake1771 Member Posts: 0 Arc User
    edited December 2013
    yeap. its broken. again.

    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.
  • bpharmabpharma Member Posts: 2,022
    edited December 2013
    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.

    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.
  • skurfskurf Member Posts: 1,071 Arc User
    edited December 2013
    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.
  • twamtwam Member Posts: 0 Arc User
    edited December 2013
    There might've been a brief moment in S6 where FaW was working properly. Then again that might just mean the bugs were undocumented at that time.
  • mancommancom Member Posts: 784 Arc User
    edited December 2013
    skurf wrote: »
    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.
    1042856
  • realminirealmini Member Posts: 243 Arc User
    edited December 2013
    mancom wrote: »
    Long story short: Everything was better in the good old days.

    vintage '10 fed tears> fuel for the conquest!
  • playhard88playhard88 Member Posts: 733 Arc User
    edited December 2013
    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.
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • mrgrocer56mrgrocer56 Member Posts: 370 Arc User
    edited December 2013
    mancom wrote: »

    Long story short: Everything was better in the good old days.

    You're right as always and tell those damn kids TO GET OFF MY LAWN!!!
  • jellico1jellico1 Member Posts: 2,719
    edited December 2013
    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
  • torachtorach Member Posts: 259 Arc User
    edited December 2013
    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!"
  • hanoverhanover Member Posts: 0 Arc User
    edited December 2013
    torach wrote: »
    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.
    Does Arc install a root kit? Ask a Dev today!
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    mancom wrote: »
    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.
    [SIGPIC][/SIGPIC]
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    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.
    [SIGPIC][/SIGPIC]
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2013
    jellico1 wrote: »
    The main problem is the Marion doff...

    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.
  • mightyleptonmightylepton Member Posts: 0 Arc User
    edited December 2013
    Who else is sceptical?

    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.
    Read the book of the Rihannsu.
  • mightyleptonmightylepton Member Posts: 0 Arc User
    edited December 2013
    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

    -single target : 25k DPS
    - 2 target : 40k DPS
    - 3 target : 60k DPS
    - 4 target : 70k DPS

    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 !


    Dammit!!!

    why do it do more dmg ???? haha
    Read the book of the Rihannsu.
  • mightyleptonmightylepton Member Posts: 0 Arc User
    edited December 2013
    That's not how it works.

    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)
    Read the book of the Rihannsu.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2013
    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.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    We are talking a bug that is a few months old. (according to sources).

    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
    Chive on and prosper, eh?

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