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Experimental Proton Weapon and Beam Subsystem Targeting

q2borgq2borg Member Posts: 4 Arc User
The Experimental Proton Weapon from the Protonic Arsenal set needs to be updated to function with the beam target subsystem powers. This change is supported from both the lore and the gameplay perspectives.

In terms of lore, the weapon description states that “The engineers responsible for this weapon have advised starship captains to think of this weapon as both a cannon and a beam as it has properties of both.” As it stands, the weapon can use every other beam and cannon power assuming all three parts of the set are used. If the weapon were truly capable of functioning as a beam weapon, subsystem targeting should be included.

From the gameplay perspective, this change would primarily only benefit science ships with their integrated subsystem targeting as cruisers and escorts generally would not use subsystem targeting powers in a Boff slot. Science ships focusing on an energy drain layout are most affected by the lack of subsystem targeting on this weapon.

While the weapon was released prior to the release of the Dyson Science Destroyers, I believe that it was designed with the spirit of this ship in mind as both are designed to fill dual roles. When in tactical mode, the Proton Weapon synergizes very well with a typical destroyer layout with cannons in the forward weapon slots and turrets in the rear. But when switched to science mode, the captain is forced to either skip access to subsystem targeting or replace a cannon or turret with a beam array or beam bank that doesn’t work with the other selected tactical cannon Boff powers.

I believe that the weapon should be changed such that subsystem targeting is enabled by default, but I would understand if it would be better from a gameplay balance point of view to include it with the 2-piece bonus that enables Beam Fire at Will instead. This relatively minor change would have a small impact on most captains but would be a very welcome addition for science ships that are already faced with reduced available weapons slot options.

I hope that I have convinced you to support this change, but would welcome any further discussion.

Comments

  • mreeves7amreeves7a Member Posts: 499 Arc User
    edited May 2014
    I rather think the Experimental Proton Weapon benefits from enough effects already.

    High built-in damage bonus (far better damage than most weps with out supporting consoles equipped)
    half power drain of normal single cannon
    double the hit number for more applications of valdore console, DEM, Omega Tetryon Rider, etc
    buffed by both cannon and beam skills
    4 built-in mods, [Acc][CrtH]x3

    short version: it's already a jack-of-all-trades kind of weapon, lets not make it some kinda of weapon version of TT or EPtS where it's basically used by everyone.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited May 2014
    I can pretty much agree it should work like so, but they designed it to not do so for various reasons not explained.

    As for me I simply use the Omni directional 360 AP beam, in the aft section to fill this role.

    While not super in dps due to know use of ap tac consoles used, it does produce higher dps number than my mk xi turrets backed by 3 tac consoles.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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