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Is FAW really broken? (now that fix is live, use other FaW thread in this subforum)

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  • wolverine595959wolverine595959 Member Posts: 726
    edited December 2013
    as for the CAP, either make it hard cap we can see or get rid of it. It is stupidly TRIBBLE to have gauge that goes to 125 but there is 10 or whatever over you can get. If you they want to keep it there should be use penalty to balance like if you over cap you have percent chance that each weapon slot has a chance to go offline and lose that weapon for a firing cycle. If people are going to use it like a nitrous boost there should be a risk involved the higher above the visual hard cap the more malfunction prone it would be. It would be hilarious if an escort or cruiser were to end up with only one energy weapon slot working because they were unlucky. If no one likes that the more above the cap the lower your crit chance and severity get and accuracy gets.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    (As the vast majority of my posts were made in the PvP section of the forums, I started posting in this thread as it seemed only fitting that I'd hit the 7000 number (again, meaningless because of the reset that was done)...but this is my last post in this section of the forums. I'm done with PvP in STO. There are a bunch of great folks out there - I hope they keep fighting the good fight and that at some point Cryptic takes even more notice of the efforts that some members of the community have really put into PvP...it's amazing the effort some have...but all in all, the vast majority of the PvP community is no different than the PvE community - but over there, well, you don't have to deal with their garbage while they're shooting at you. Course, I'm not touching the vast majority of the forums with a ten foot pole - the forums as a whole are a major trollfest. I'm likely just going to hang out in the mechanics section of the forums, I like discussing things in that nature - trying to share what I've learned and continuing to learn more from some of the gurus out there. So peace out, everybody - have a safe and happy New Year's!)

    I have a feeling you won't be able to help yourself and may pop up from time to time. I hope so anyway.. always enjoyed the back and forths... and didn't have to say anything myself many times when I agreed with you 100%. lol

    Congrats one the crazy number of posts and have a good new year yourself.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    mimey2 wrote: »
    Sorry, gonna nip that one for you, Bpharma.

    Could only tacs achieve those 250k hits for a million damage or more? Yes, so far as I know.

    My sci brel wasn't to far behind my tac... I can't remember the exact numbers. I seem to remember racking up 4 200-230k hits more then a few times on it though with proper application of Beta and Sensor scans. Not sure I broke the million mark... really wasn't to far behind though.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    This is what I would like to see happen to energy wepaons in STO.

    1) Firing Cycles standardization. No more 4s weapon firing cycles. Take cannons and beams and unify there cycles. Also unify cycles with in weapon types... no more odd firing times for DBB or DC vs DHC... unify the cycle times.

    2) Fall off standardization. Take cannons and push there fall off curve up 2-3k and take beams and reduce there fall off cure 2-3k.

    3) Fine tune Dmg and Power draw for each weapon based on its firing Arc. Taking into account there role... perhaps its time to have DHC and DC fire at the same rate... with an increase in arc on the DC (meaning lower dmg would be justified).

    4) Standardization of Energy Weapons skills. Overload should work with cannons... Rapid fire should work with beams. Target Sub should work with cannons. (there is no reason a cannon can't shoot at a subsystem just as well as a beam)

    5) Delete FAW in its current form. Change Scatter Volley to work with beams as well... rename Scatter Volley to Fire at Will.

    Would it involve some work for Cryptic... well yes.... seems to me though that removing the terrible faw code. (if you can't patch it ever with out breaking it obviously the code is a mess) is needed no matter what. Firing cycles are what is destroying balance... it has ALWAYS been the case that either Cannons or Beams are superior at any given time... and it all goes to power draw and firing cycle issues. By standardization much of what makes them so different they end up being a true... ARC choice. (or perk in the case of DHC for specific ships that can equip them... not that the 45 degree doesn't keep them in check as well)

    Weapon type should be more an RP choice then a specific build choice... Don't get me wrong arcs would still see most cruisers using beam arrays, and faster escort style ships going with cannons. Still wouldn't it be interesting to see builds that loaded both types of energy weapons. (not just for an overload spike). I think long term an overhaul like that would make the game much much easier to balance at least in part. No more wild swings between cannon boats and beam boats.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited January 2014
    beameddown wrote: »
    *snip*

    There's a pretty big difference between making things viable and making things superior. I'm all for viable - more options? Great! But superior? That's powercreep, pure and simple. FAW builds aren't being an alternative, they are becoming the new cookie cutter build. If they were equal, well - no problem. But when they are actually superior and easier to use.......there needs to be some tweaking.
    (As the vast majority of my posts were made in the PvP section of the forums, I started posting in this thread as it seemed only fitting that I'd hit the 7000 number (again, meaningless because of the reset that was done)...but this is my last post in this section of the forums. I'm done with PvP in STO. There are a bunch of great folks out there - I hope they keep fighting the good fight and that at some point Cryptic takes even more notice of the efforts that some members of the community have really put into PvP...it's amazing the effort some have...but all in all, the vast majority of the PvP community is no different than the PvE community - but over there, well, you don't have to deal with their garbage while they're shooting at you. Course, I'm not touching the vast majority of the forums with a ten foot pole - the forums as a whole are a major trollfest. I'm likely just going to hang out in the mechanics section of the forums, I like discussing things in that nature - trying to share what I've learned and continuing to learn more from some of the gurus out there. So peace out, everybody - have a safe and happy New Year's!)

    Sorry to hear that, old chap. See you in the build forums sometime, and happy new year to you too!
  • captainwessoncaptainwesson Member Posts: 0 Arc User
    edited January 2014
    ...If people are going to use it like a nitrous boost there should be a risk involved the higher above the visual hard cap the more malfunction prone it would be. It would be hilarious if an escort or cruiser were to end up with only one energy weapon slot working because they were unlucky. If no one likes that the more above the cap the lower your crit chance and severity get and accuracy gets.

    You know, that's actually not a bad idea at all, I think. It would make it more interesting if you had to choose like that. Remember when BO3 was really borked (if it's not anymore) and it would miss like...75% of the time? Haha! But when it hit and crit, it was a whopper. So what if overcapping weapon power was kinda like that? The more you overcap, the lower your accuracy. It kinda makes sense. If you exceed the power limits in a weapon system, sure it has a chance to be completely devastating, but it could also backfire and either shutdown/weapons malfunction or have so much power running through it that it's completely impossible to control where that weapon is aimed.

    Any thoughts?
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    Okay, I didn't read through all of this stuff. But it seems like everyone's comparing beam arrays, to dual cannons. That's just stupid. If you want to compare, need to compare dual beam banks to dual cannon/dual heavy cannon, and beam array to single cannons. So honestly, all the whining I see about firing arcs, is based on a apples to tangerine argument. Single cannons get a much wider than 45 degree arc, yet still benefit from CSV and CRF.
    Not to mention, anyone running dbb, has to still use cannons to gain much viability from there aft mounts, just like any cannon user does, but either has to use MORE skill slots, to boost those rear cannons (ie turrets), or not be able to boost them like a "only cannon" ship captain can.
    On top of that, CRF affects whatever target you have selected, and scatter volley affects everything in your cone, pretty much equally, whereas FAW randomly picks out targets each shot, you have little control, if there are multiple targets.
    So to me, FAW should stay with it's ability to overcap highly, AND get crits, as well as any procs. Cannons/dc/dhc should retain their current overcapping limit.

    What I personally would like to see, is BEAM turrets, start coming into play, so a dbb ship doesn't have to sacrifice almost half his slots, into weapons he can't boost (or has to take away other skills from other areas), in order to boost their effectiveness. Because as I see it now, overall, cannon/dc/dhc users still have a distinct advantage, in both single & multiple target environments.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
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  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    patrickngo wrote: »
    Yeah, because flying in a circle hitting spacebar takes SO much effort...

    Well, since you want to go THAT route:

    Oooh, like flying straight AT while hitting spacebar takes someone takes SO much effort.

    Now, if you have nothing constructive to add, then STFU. I get sick of people trolling.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    Well, since you want to go THAT route:

    Oooh, like flying straight AT while hitting spacebar takes someone takes SO much effort.

    Now, if you have nothing constructive to add, then STFU. I get sick of people trolling.

    I don't think hes trolling hes stating a simple fact... lower arc weapons = more dmg by design... or they should... because guess what they have less time on target because... drum roll they are in fact harder to use. (as in takes more skill)

    Yes comparing ALL energy weapons to one another is a good thing to do... one of the main balance issues going on 4 years now has been the issues with the differences in the weapon types.

    No I am not just pointing at single beam arrays... right now though yes single beam arrays are overpowered when you consider there arc and range to hit factors. They have the best of both of those with out the a real down side as there dmg at the moment is consistantly high due to there odd firing cycle mechanics.

    As I was saying a few up... its time to stop swinging the pendulam back and forth every season. Where cannons are the best energy wepaon for a few months and then beams and then back again.

    Its time to make standard there range dmg curves... and there firing arcs. I would also say remove the idea of 2 weapon classes when it comes to energy weapon modification skills. Allow both of the wepaon types to use any energy dmg skill... and make the determining factor being arc and dmg numbers... higher arc weapons should = lower per hit dmg, while the wider arcs should allow for a more even dmg over time. DPS pretty much equaling out if both are piloted correctly. Lower Arcs providing higher burst and wider arcs providing consistant pressure dmg.

    The fact that single beam arrays do more actual dmg then a single cannon is silly... they have more arc more range and due to interactions with firing cycle and overcap they are providing dps more in line with consistant on target DHC. Its broken plain and simple and needs to be addressed, in a way that doesn't swing the pendulam back to a point where DHC rule all for another 6 months.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited January 2014
    I would prefer them to be differentiated more, more focused on a purpose so that they are chosen for tactical reasons and used accordingly. Right now they are mostly interchangeable and the confusion lies in the differences that are non-obvious (like firing cycles and damage drop-off). I'd rather cannons just pack a whallop but miss more often, beams be precise but do less damage, and have it be obvious. More mechwarrior less swords and sorcery
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  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    patrickngo wrote: »
    fly against targets that are evading. then compare 270 degress to 180 or 270 vs. 45, tell me which one is fundamentally EASIER.

    Even CSV requires you to be facing the target. FAW just requires you to be within 10K of the target(s).

    Like I said, it takes no effort to line up your shot, when you're covering everything in range in a 270 degree arc.

    Not for me it doesn't, lol. But then again, I play a lot of racing sims, and flight sims (as well as mech sims), that require "fancy" maneuvering, so maybe I'm just used to that. All it takes is "point the nose at your target".
    Oh, and also, I've DONE it in this game. Particularly easy in anything that cloaks, escort types, and even some cruisers/battle cruisers. My Mirror Vo'Quv of course, is about the hardest, I wouldn't really plan on taking that thing up against a nimble adversary, that has the unpredictability, and intelligence, of a live person, without far far more practice in that thing.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    I would prefer them to be differentiated more, more focused on a purpose so that they are chosen for tactical reasons and used accordingly. Right now they are mostly interchangeable and the confusion lies in the differences that are non-obvious (like firing cycles and damage drop-off). I'd rather cannons just pack a whallop but miss more often, beams be precise but do less damage, and have it be obvious. More mechwarrior less swords and sorcery

    Well that is sort of the issue... as long as they make them drasticly different one will ALWAYS depending on the meta at the time be the best option.

    Thats why I would vote for a system where beams and cannons are almost no different at all... with the only real issues being the advantage of the extremely small arc DHC... and the advantage of the arc overlap builds (beam arrays) where full turret boat would have little advanatage over beam arrays.... which would be a good mix of more dmg due to reduced arc but still enough to bring 8 to bear.

    This would mean that spike wise DHC and cannons would still be best option... with Dual beams not being very far behind. (DC could be given the same arc as DBB 90 degree) The choice between the 2 would be pure cosmetic... and I would be fine with that.

    Lets give let the RP guys have a pure wet dream style game where they could mix and match beams and cannons.... DBB with Turrets... single cannons and beams. Who cares it would mostly be for looks.

    There is precedence in older MMOs that have pretty much done the same thing... I know its not a direct comparison but for instance where it used to have advantage to swing a sword instead of a mace... so no one swung a mace... they have been equalized and people run both only on which ever look they prefer. It improved balance in those games. Honestly the PvP guys ended up happy to have more weapon/build options... and the RP guys where in heaven as they didn't have to gimp themselves because there "toon" would never swing X. lol
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    just about all cannon problems can be blamed on turrets. thats what arrays have over DHC, they are pared with each other front to back, wile you can only have DHCs up front, and turrets or nothing adding to your dps aft. frankly, none of the forward only cannons were balanced correctly, due to their turret handycap. single cannons are a tragedy, oh they do a bit more DPS then a beam array, but you have to pare them with turrets, this ruins them vs just going all arrays, 4/4 of singles and turrets have quite a bit less dps then just 8 arrays. its pathetic that such a thing made it live, and has been that way since launch.

    TRIBBLE turrets! remove them from the game! make single cannons aft mountable, and then re balance the damage and DPS of DCs and DHC, and even DBB by keeping in mind you cant get 7 or 8 of them on a target, only 3-5. to fix DCs, id just plain give them higher DPS then DHCs. they would still have less burst, thats the point of using DHCs
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited January 2014
    Single cannons are nothing more than 180 degree turret with slightly more dps and more drain. If you are going single cannon, its probably better to go all turrets.
    Elite Defense Starfleet
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  • wolverine595959wolverine595959 Member Posts: 726
    edited January 2014
    Sorry but a beam by its nature should be weaker than something that has a smaller firing arc. Especially when you consider the fact that it is impossible to get out of a beam arrays arc especially with circle jerk up evasion. To be good at healing or CC or damage should require some level of skill and when one ship can do both well with little to get in its way its broken. The problem with FAW has always been the fact that you did not need a target selected to do damage which makes a cruiser team so dangerous, the FAW rains down and not much you can do about it.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    I would be ok with FAW hitting less targets. You realize how obnoxious it is when i am trying to TRIBBLE shoot the probes in khit only to shoot everything else.

    CSV and CRF have the advantage in hitting selected targets, mainly whats in front of you.

    FAW you have to make sure you are away from things you dont want to hit.

    BFAW should do the same max of 2 targets but it should only fire at the 2 CLOSEST targets. As it stand FAW just haphazardly sprays energy around. It needs to be a FOCUSABLE attack. That alone will help.

    Give it whatever and whatnot, but make it FOCUSABLE.
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  • brandonflbrandonfl Member Posts: 892
    edited January 2014
    I would be ok with FAW hitting less targets. You realize how obnoxious it is when i am trying to TRIBBLE shoot the probes in khit only to shoot everything else.

    CSV and CRF have the advantage in hitting selected targets, mainly whats in front of you.

    FAW you have to make sure you are away from things you dont want to hit.

    BFAW should do the same max of 2 targets but it should only fire at the 2 CLOSEST targets. As it stand FAW just haphazardly sprays energy around. It needs to be a FOCUSABLE attack. That alone will help.

    Give it whatever and whatnot, but make it FOCUSABLE.

    So you'd like to see FAW work more like CSV? Where have I heard that before? hmm....

    Seriously, it's the best proposal I've heard for fixing FAW as a stand alone power. As for the over-capping, A2B and the imbalances it causes? Well, I think VirusDancer and Antonio's ideas for standardizing weapon output based on their arc and eliminating over-capping as a pseudo-balancing mechanism is a really good start.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    I would be ok with FAW hitting less targets. You realize how obnoxious it is when i am trying to TRIBBLE shoot the probes in khit only to shoot everything else.

    CSV and CRF have the advantage in hitting selected targets, mainly whats in front of you.

    FAW you have to make sure you are away from things you dont want to hit.

    BFAW should do the same max of 2 targets but it should only fire at the 2 CLOSEST targets. As it stand FAW just haphazardly sprays energy around. It needs to be a FOCUSABLE attack. That alone will help.

    Give it whatever and whatnot, but make it FOCUSABLE.

    I agree... this is why I say delete Faw as it exists... and adjust Scatter volley to work with beams... they can rename it faw if they think the name needs to be around.
    [SIGPIC][/SIGPIC]
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    I have a question to ask, mostly for those who've been around for a long time:

    Were single cannons EVER at any point considered OP?
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2014
    mimey2 wrote: »
    I have a question to ask, mostly for those who've been around for a long time:

    Were single cannons EVER at any point considered OP?

    :D

    I don't really think so. Maybe, if there was ever a time for it to be somewhat useful, was when STO released and Weapons Drain was a major consideration because it recovered so slowly. DHCs were not widespread because of the massive power drain from a single attack run.
    XzRTofz.gif
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    mimey2 wrote: »
    I have a question to ask, mostly for those who've been around for a long time:

    Were single cannons EVER at any point considered OP?

    I don't think so. :) Before they changed the phaser procs.... they where semi useful.

    There was also way back like season 1-2 time frame a way to use 1 single cannon in a grouping with DHC to increase overall dps.

    Since then they have played with procs and weapon cycles a little bit here and there and I honestly think they broke a few things never noticed as well... and at this point the current devs just assume some stuff is working as intended although it likely wasn't what was intended at all.
    [SIGPIC][/SIGPIC]
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    I see, I see.

    Well, might be worth looking into a bit more then. Mostly because I think that not only has a lot of power creep and mechanic-y stuff let BAs take front-stage, Single Cannons (psst, I still want single heavy cannons Cryptic, I'd pay Zen for that unlock) have really REALLY fallen by the wayside. Because they simply aren't good enough of an option compared to beams, and that's unfortunate.

    I won't take away from this thread, but I might make a thread in the Builds section to maybe see if we can get the devs attention to maybe take a look at them. If they ever really do majorly muck around with beams, it'd be really good I think if single cannons were changed somehow to be worth considering. I do feel that there are ships with decent turn, but can't use DHCs which could make Single Cannons worth using, BUT the SCs themselves aren't worth using because beams are simply a superior option right now.

    But like I said, I will make a different thread. I asked because I noticed some folks mentioning single cannons on the previous page.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    mimey2 wrote: »
    I see, I see.

    Well, might be worth looking into a bit more then. Mostly because I think that not only has a lot of power creep and mechanic-y stuff let BAs take front-stage, Single Cannons (psst, I still want single heavy cannons Cryptic, I'd pay Zen for that unlock) have really REALLY fallen by the wayside. Because they simply aren't good enough of an option compared to beams, and that's unfortunate.

    I won't take away from this thread, but I might make a thread in the Builds section to maybe see if we can get the devs attention to maybe take a look at them. If they ever really do majorly muck around with beams, it'd be really good I think if single cannons were changed somehow to be worth considering. I do feel that there are ships with decent turn, but can't use DHCs which could make Single Cannons worth using, BUT the SCs themselves aren't worth using because beams are simply a superior option right now.

    But like I said, I will make a different thread. I asked because I noticed some folks mentioning single cannons on the previous page.

    I believe that was me, as I don't think comparing dual cannons, to single beam arrays, is an apt comparison, needs to be dual cannon to dual beam bank, and single cannon to single beam array.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
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  • edited January 2014
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    mimey2 wrote: »
    I have a question to ask, mostly for those who've been around for a long time:

    Were single cannons EVER at any point considered OP?

    they are the best dilivery system for DEM and glider, and any other per shot proc. between functional versions of FAW, their effect was on par or slightly beter then beam arrays a few seasons ago, and a ton of creep ago
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2014
    patrickngo wrote: »
    I suspect the all-cruiser-disco-ball team would go away if they were running a chance of hitting each other by relying on FAW-in-formation as their only tactic.
    I'm pretty sure a weapons officer that took "Fire At Will" to mean "shoot at your teammates and the torpedoes you just fired" would immediately be court-martialed or executed for incompetence.

    However, the Cruiser Disco Ball will do precisely this if you Gravwell and Scramble Sensors them.
    [SIGPIC][/SIGPIC]
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    patrickngo wrote: »
    One of the reasons people USE it is that you don't have to actually target anything-it's used as an AOE clearing mechanism.

    Personally? I think maybe going the other way might provide some useful change-give the FAW guys all the procs, Aux2BAtt etc they want-but when they hit FAW, it engages ANY target within range-even friendlies.

    Everything is a possible target-from the Probe to your buddy to the mines you just dropped-everything.

    I suspect the all-cruiser-disco-ball team would go away if they were running a chance of hitting each other by relying on FAW-in-formation as their only tactic.

    Meanwhile the Kirks who don't pack into tight formation to spider-tank and FAW the night away could still roll in to be the "Lone Hero" doing a disco-ball effect-it's just everyone would know to stand back while they're doing it.

    Okay, but I'll respond, anyone using CSV should have the same effect. Anything in their firing arc, even friendlies, then, gets nailed as well. If FAW has a problem distinguishing friendlies, then CSV would as well, actually, as fast as the cannon gimbals would be rotating around, it would be even more of a problem for cannons, than beams, considering they're firing at everything in that arc, simultaneously. Not to mention if this game allowed for a "malfunction in system" type of thing, CSV would definately damn near blow apart a cannon type weapon from all that rapid movement.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
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