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Tactical powers suggestion

Beam Fire At Will is a pretty constant source of contention recently, and arguments exist for both sides about nerfing/adjusting it. As I write this there's a thread on the front page of this area of the forum more or less dedicated to that, but it's progressed a bit beyond what this sort of post could really add to, thus the new thread.

It's all well and good to call for a "nerf" to something, but without specifics it's kind of an empty request. So here's my suggestion:

Beam: Fire At Will should reduce the base damage of its attacks. Bare in mind this ability adds a 5th shot to the standard Beam firing salvo in addition to potentially doubling damage if you can hit 2 targets. Reducing the base damage of the attack would reduce its effectiveness as a single-target ability while still giving it plenty of kick as an AoE, which is how it should be as an AoE ability with the same cooldown as other attacks that modify the same weapons. The specific amount of base damage reduction would probably be around 20% or so, meaning that at Rank 1 BFAW has the same single-target DPS as standard fire compared to its current 25% boost. Ranks 2 and 3 would still provide their current damage increases, but that would act more as a reduction to the base damage penalty of the core ability. This is something of an inverse to an existing ability, Surgical Strikes, which reduces firing rate but increases base damage so at its core there is no loss of damage output, and potential for increased output exists with the use of the ability. This also brings it more in line with Cannon: Scatter Volley, which would now have a higher damage modifier than FAW at the expense of its reduced area of effect.

One problem point here is for the more casual players who prefer to play a "tanking" role. And don't say such a role is pointless or non-existent in this game, the people I play with regularly are not DPS Leaguers and prefer to play what they feel is fun. As a result a tank can be very helpful in the completion of some STFs for them. Telling them to improve their damage output isn't an answer because it's forcing a gameplay change on them they do not desire, and games (this IS a game, remember) should be about having fun. FAW represents one of the best abilities available to tanks for grabbing aggro in target-rich environments, and a damage reduction on the ability could hinder that purpose. So as a secondary effect, FAW could apply a threat modifier multiplier. This does not mean that FAW is absolutely a threat increasing attack, rather it would scale the threat modifiers that exist on the user already, such as from the Cruiser ability Attract Fire and from Embassy consoles. If someone were to be using the threat reducing version of the Embassy consoles, their threat would be even lower with FAW active.

Now the way I see it, Beams would have 2 types of attack modifiers, an AoE and a "Finisher" with Beam Overload. If FAW were to be adjusted as above, Beams would lack a sustained single-target attack. So my suggestion based on a thread I was involved with a long while back:

Beam: Raking Fire modifies all your Beam weapons for the usual amount of time to deal increased base damage. Visually, this is where the suggestion could fall apart depending on how attack visuals are determined. My guess is that in addition to weapon "emitters" on ship models, they also have weapon "receivers" where attacks converge. Visually Raking Fire should be a Beam attack swinging across a target rather than striking a specific point, so the best way I can think to make this work with such a system is to draw a line from one "receiver" to another. The animation would be somewhat long so I would suggest the animation carry across 2 actual attacks similar to how some beam-based weapons on the ground are able to apply 2 or more hits with a single sustained animation. You would still be hitting the usual 4 times per salvo Beams are capable of, but it would only look like 2 separate attacks. Damage-wise it should be fairly similar to Cannon: Rapid Fire, although with a lower damage modifier to compensate for Beams' naturally higher firing arc.

Of course, it's no fair to give Beams a new power without giving Cannons something new to use as well. Cannons have sustained single-target and AoE abilities, so what they're really missing is a Finisher. Thus the following:

Cannon: Punch a Hole modifies a single Cannon-type weapon in the same way Overload modifies a single Beam weapon. Visually, the weapon should be firing almost constantly for the normal 3-second duration of a Cannon weapon salvo, but in terms of mechanics it's treated as a single massive attack with similar modification values to Overload.

Additional possibilities: crafted Beam weapons can now have the [Rake] modifier and crafted Cannons can have the [Punch] modifier, granting each of them their respective attacks in the same way [Over] and [Rapid] currently work.

The one thing I'm really not sure about is the damage penalty on FAW. 20% might not be enough, as it still represents a potential doubling of damage output if it can reach 2 targets, while I'm not sure what CSV's output potential is with multiple targets. The goal of my suggestion is to keep FAW viable as a power that can be used while leveling and in end-game content without it being the absolute answer to everything. I tried to cover as many factors regarding the core powers possible, but I invite suggestions to improve the idea. I know there's other disparities between Beams and Cannons that's caused the current "situation" but I think it's best to leave those for other threads and focus on just the weapon abilities.

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Comments

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    Honestly, the only nerfs that I want for B:FaW are a large reduction in accuracy and critical hit chance, and a massive increase in threat generation. Otherwise, it can stay the same. Think about it. If you're firing wildly, you aren't going to be as accurate with your shots, and you won't hit important things on your targets as often.
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  • gradiigradii Member Posts: 2,824 Arc User
    BFAW is most likely not a problem. the amount of things you combine with BFAW to make it so powerful is more likely the problem.

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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited December 2015
    My main reasoning in making this suggestion is that FAW is an all-purpose ability. It's a superior single-target attack to Overload in the presence of only one enemy, but it's also an AoE. It's an ability with too much utility. In most games AoEs either have longer cooldowns, higher costs, or lower damage compared to single-target abilities to compensate for the fact they can hit multiple targets. I don't think the cooldown on FAW should be increased, there are no costs associated with using most bridge officer powers, so what remains is reducing the damage. FAW 1 is already a 25% damage boost because of its fifth attack, that's higher than CSV 1's 15% in spite of the fact CSV is generally harder to use. Cannon users have a reasonable choice between CSV and CRF, there's a balance between them to promote the use of one over the other in various scenarios. FAW and Overload don't have that relationship, players who use FAW strive to have it on as much as possible because it's simply better than Overload, partially because their apparent intended use is so different.

    I also don't want to see FAW get a definite increase in threat generation. It should still be a relevant AoE attack for those who want to focus on such a build without increasing their general risk, thus my suggestion that instead it increase the strength of threat modifiers, allowing the user to continue choosing whether they're seeking threat or not.

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  • kontarnuskontarnus Member Posts: 289 Arc User
    Honestly, the only nerfs that I want for B:FaW are a large reduction in accuracy and critical hit chance, and a massive increase in threat generation. Otherwise, it can stay the same. Think about it. If you're firing wildly, you aren't going to be as accurate with your shots, and you won't hit important things on your targets as often.

    If you're firing BFAW, you've given your ship's tactical subroutines control of phaser firing. Accuracy could be reduced a little, but it's a computer, it's not going to miss that often. It's not a tactical officer on your bridge playing a videogame trying to hit a large number of targets with their fingers dancing over the console at lightning speed.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    kontarnus wrote: »
    Honestly, the only nerfs that I want for B:FaW are a large reduction in accuracy and critical hit chance, and a massive increase in threat generation. Otherwise, it can stay the same. Think about it. If you're firing wildly, you aren't going to be as accurate with your shots, and you won't hit important things on your targets as often.

    If you're firing BFAW, you've given your ship's tactical subroutines control of phaser firing.
    No. You, as the Captain, give the Tactical Officer the authority to fire at will, e.g. as he sees fit, necessary and opportune, instead of micro-managing him. It's not the computer taking over (at least not more so than usual.)

    Typical in Star Trek we see stuff like "Worf, fire photon torpedoes at their bow." or "target weapons systems" or "prepare a salvo of torpedoes, maximum spread" or "Helm, move to 72° Mark 45".
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  • kontarnuskontarnus Member Posts: 289 Arc User
    Yes, Worf was asked to do those things... And then he used tactical subroutines to make it happen. The computer targeted for him that's what it's there for... That's just logic and reasonable extrapolation. He wasn't manually targeting half a dozen ships and then individually firing. The computer presented targets to him and he instructed it to fire on all of them. This is what a Computer TODAY can do if it is properly programmed; child's play for a future tactical system on a hypothetical imaginary starship.
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    kontarnus wrote: »
    Yes, Worf was asked to do those things... And then he used tactical subroutines to make it happen. The computer targeted for him that's what it's there for... That's just logic and reasonable extrapolation. He wasn't manually targeting half a dozen ships and then individually firing. The computer presented targets to him and he instructed it to fire on all of them. This is what a Computer TODAY can do if it is properly programmed; child's play for a future tactical system on a hypothetical imaginary starship.

    Worf could do it himself. I point to when the Duras sisters were trying to take out Gowron when he was first becoming Chancellor and Worf targeted and fired manually to get the drop on those BoP.

    So saying Worf always relied on the computer, no he didn't. And most tactical officers actually can do it themselves. Some prefer to.
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  • questeriusquesterius Member Posts: 8,505 Arc User
    edited December 2015
    The easiest solution, and one everyone seems intend on ignoring in the other BFAW topic, is to halt the stacking which is causing the problems.

    The largest modifiers are "Go Down Fighting" and "Attack pattern Alpha". Just program it that those two powers don't interact (read boost) with BFAW.​​
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • kontarnuskontarnus Member Posts: 289 Arc User
    That may be, but it's also extremely logical and reasonable to say that the tactical systems that the tactical officer is using (the 24th to 25th century ones) are intelligent enough on their own to do it. You can't say, oh it's a person, people make mistakes so there should be more error in the BFAW performance. No tactical officer would make use of manual firing if he or she knows the computer can execute it flawlessly and without error.
    Also if you've got a bridge officer with BFAW + 2 or 3 other abilities, do you actually think they're manually targeting multiple phaser hits from multiple arrays on let's say 5 targets AND manually targeting torpedo salvos on multiple targets AND manually rebalanced Shields AND anything else your boff is doing?
    No. Not a chance, much of that think-time and reaction time is being offloaded to the computer into the 'hands' of custom tactical subroutines (aka intelligent macros) so that the tactical officer is able to pay attention and be cognisant of what is going on around them and what the other bridge officers are doing what orders are being given etc.
    Manual everything is to much of a cognitive load in a tense situation.
    Logic.
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.
  • questeriusquesterius Member Posts: 8,505 Arc User
    edited December 2015
    e30ernest wrote: »
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.

    No, it doesn't take away the advantage of tactical captains. Attack pattern alpha and go down fighting still boost everything else.
    In fact if the boost to BFAW from APA and GDF is taken away tactical captains have a lot of options left.
    Enlighten me, why would this be a bad thing? Are tactical captains such idiots that they need those two powers combined with BFAW to do any sort of damage?

    It's elementary: If a boost to a power is what is causing the problems then remove those boosts. BFAW could be considered an attack pattern so why add additional boosts?​​
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    questerius wrote: »
    No, it doesn't take away the advantage of tactical captains. Attack pattern alpha and go down fighting still boost everything else.
    In fact if the boost to BFAW from APA and GDF is taken away tactical captains have a lot of options left.
    Enlighten me, why would this be a bad thing? Are tactical captains such idiots that they need those two powers combined with BFAW to do any sort of damage?

    It's elementary: If a boost to a power is what is causing the problems then remove those boosts. BFAW could be considered an attack pattern so why add additional boosts?​​

    Because it isn't just GDF and APA that is causing FAW to overperform. All of the classes right now are capable of hitting above 100k DPS with a FAW boat. If it is just APA of GDF, then why aren't cannons and torp boats at a level with FAW setups? FAW by itself is either over-performing or cannons and torps are underperforming. I think it's a combination of both.

    Like I said in the thread(s), it's better to just bring FAW down to parity with other weapon boosts, and the easiest way to do it is to bring down it's AOE into a cone around a primary target just like all the other AOE weapon skills. I don't even think a damage nerf is called for. The people who do 30k+ is still a small portion of the game community.
  • questeriusquesterius Member Posts: 8,505 Arc User
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.

    Cannons and torpedoes are both aimed at spike damage. They're not supposed to be continuous damage dealers.
    They have their individual issues with drop off and performance against shields, but that's a different story.

    The problem is the spacebar smash BFAW AoE damage which due to the plasmodic leech and A2B is no longer the energy drain it used to be. However if BFAW itself is downgraded then the gap between tactical and non-tactical will only become more pronounced since BFAW is the only thing available for engineers and science against the HP bags in advanced.

    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    questerius wrote: »
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.​​

    Scis and Engs are up there at 100k+. That's based on the DPS tables of both leagues. Sure there aren't as many as tacs, but tacs make up the majority of the DPS tables. IIRC, the number of tacs equal the number of scis and engs combined. Either way, the top 1% of all those classes do hit above 100k.
    questerius wrote: »
    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​

    That's the thing though, Tacs are supposed to be the DPS class so they should have the upper hand in that regard.

    Again, I don't think FAW should be outright nerfed in terms of raw damage because the top 1% of the playerbase can hit ridiculous numbers with it. I do feel it should merely be brought down to parity with other weapon skills. Limiting its AOE would make positioning more important and would make it a more fun skill to use IMO.

    Here's an idea I posted in Reddit a while back:
    • Remove shared cool downs between AOE and single target BOff abilities (such as FAW and BO, CRF and CSV, or TS and HY)
    • Slightly increase the cool downs of AOE weapons abilities
    • Lower AOE crit chance
    • Decrease accuracy on AOE weapons skills
    • Substantially reduce the CDs of single weapons enhancement skills (BO, CRF and HY) to make them more spammable.
    • Increase accuracy of single target skills along with their CritH
    • Move CRF down to ensign

    Since shared CDs are removed, you can fire BO with FAW, CRF with CSV or a HY immediately after a TS. AOE will still be potent, but their longer cool down would would make them more useful in softening up targets. Focused fire will finish off what AOE shots leave behind.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    e30ernest wrote: »
    questerius wrote: »
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.​​

    Scis and Engs are up there at 100k+. That's based on the DPS tables of both leagues. Sure there aren't as many as tacs, but tacs make up the majority of the DPS tables. IIRC, the number of tacs equal the number of scis and engs combined. Either way, the top 1% of all those classes do hit above 100k.
    questerius wrote: »
    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​

    That's the thing though, Tacs are supposed to be the DPS class so they should have the upper hand in that regard.

    Again, I don't think FAW should be outright nerfed in terms of raw damage because the top 1% of the playerbase can hit ridiculous numbers with it. I do feel it should merely be brought down to parity with other weapon skills. Limiting its AOE would make positioning more important and would make it a more fun skill to use IMO.

    Here's an idea I posted in Reddit a while back:
    • Remove shared cool downs between AOE and single target BOff abilities (such as FAW and BO, CRF and CSV, or TS and HY)
    • Slightly increase the cool downs of AOE weapons abilities
    • Lower AOE crit chance
    • Decrease accuracy on AOE weapons skills
    • Substantially reduce the CDs of single weapons enhancement skills (BO, CRF and HY) to make them more spammable.
    • Increase accuracy of single target skills along with their CritH
    • Move CRF down to ensign

    Since shared CDs are removed, you can fire BO with FAW, CRF with CSV or a HY immediately after a TS. AOE will still be potent, but their longer cool down would would make them more useful in softening up targets. Focused fire will finish off what AOE shots leave behind.

    Sounds somewhat reasonable IMO, and a bit more fun if you ask me, instead of having to rely on 1 single weapon type and skill so heavily!
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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    e30ernest wrote: »
    questerius wrote: »
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.​​

    Scis and Engs are up there at 100k+. That's based on the DPS tables of both leagues. Sure there aren't as many as tacs, but tacs make up the majority of the DPS tables. IIRC, the number of tacs equal the number of scis and engs combined. Either way, the top 1% of all those classes do hit above 100k.
    questerius wrote: »
    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​

    That's the thing though, Tacs are supposed to be the DPS class so they should have the upper hand in that regard.

    Again, I don't think FAW should be outright nerfed in terms of raw damage because the top 1% of the playerbase can hit ridiculous numbers with it. I do feel it should merely be brought down to parity with other weapon skills. Limiting its AOE would make positioning more important and would make it a more fun skill to use IMO.

    Here's an idea I posted in Reddit a while back:
    • Remove shared cool downs between AOE and single target BOff abilities (such as FAW and BO, CRF and CSV, or TS and HY)
    • Slightly increase the cool downs of AOE weapons abilities
    • Lower AOE crit chance
    • Decrease accuracy on AOE weapons skills
    • Substantially reduce the CDs of single weapons enhancement skills (BO, CRF and HY) to make them more spammable.
    • Increase accuracy of single target skills along with their CritH
    • Move CRF down to ensign

    Since shared CDs are removed, you can fire BO with FAW, CRF with CSV or a HY immediately after a TS. AOE will still be potent, but their longer cool down would would make them more useful in softening up targets. Focused fire will finish off what AOE shots leave behind.

    CRF isn't a single-weapon ability though, is it? Admittedly it's been a long time since I used cannons but I was under the impression it affected all cannon weapons. The rest of it seems reasonable enough and addresses the point I made in the first post about AoEs usually having longer cooldowns and/or some other penalty to make up for their increased damage potential through total enemies hit. I would still like to see a sustained single-target attack for Beams similar to CRF and I think Cannons should have a single-weapon ability as well similar to Overload.

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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    jbmaverick wrote: »
    e30ernest wrote: »
    questerius wrote: »
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.​​

    Scis and Engs are up there at 100k+. That's based on the DPS tables of both leagues. Sure there aren't as many as tacs, but tacs make up the majority of the DPS tables. IIRC, the number of tacs equal the number of scis and engs combined. Either way, the top 1% of all those classes do hit above 100k.
    questerius wrote: »
    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​

    That's the thing though, Tacs are supposed to be the DPS class so they should have the upper hand in that regard.

    Again, I don't think FAW should be outright nerfed in terms of raw damage because the top 1% of the playerbase can hit ridiculous numbers with it. I do feel it should merely be brought down to parity with other weapon skills. Limiting its AOE would make positioning more important and would make it a more fun skill to use IMO.

    Here's an idea I posted in Reddit a while back:
    • Remove shared cool downs between AOE and single target BOff abilities (such as FAW and BO, CRF and CSV, or TS and HY)
    • Slightly increase the cool downs of AOE weapons abilities
    • Lower AOE crit chance
    • Decrease accuracy on AOE weapons skills
    • Substantially reduce the CDs of single weapons enhancement skills (BO, CRF and HY) to make them more spammable.
    • Increase accuracy of single target skills along with their CritH
    • Move CRF down to ensign

    Since shared CDs are removed, you can fire BO with FAW, CRF with CSV or a HY immediately after a TS. AOE will still be potent, but their longer cool down would would make them more useful in softening up targets. Focused fire will finish off what AOE shots leave behind.

    CRF isn't a single-weapon ability though, is it? Admittedly it's been a long time since I used cannons but I was under the impression it affected all cannon weapons. The rest of it seems reasonable enough and addresses the point I made in the first post about AoEs usually having longer cooldowns and/or some other penalty to make up for their increased damage potential through total enemies hit. I would still like to see a sustained single-target attack for Beams similar to CRF and I think Cannons should have a single-weapon ability as well similar to Overload.

    True, it's not a single weapon ability, as I think they meant single target ability!
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  • lianthelialianthelia Member Posts: 7,897 Arc User
    gradii wrote: »
    BFAW is most likely not a problem. the amount of things you combine with BFAW to make it so powerful is more likely the problem.

    Not saying it should be nerfed...but the fact it does the most damage on single target and multi is a little goofy.

    Cannons need to be buffed...
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    jbmaverick wrote: »
    e30ernest wrote: »
    questerius wrote: »
    It's GDF and APA which push it to ridiculous heights. If memory serves me right, those two combined are a 40% boost already.
    I doubt that many, if any, engineers and science captains can go above 100k. For tactical players DPS starts at 80k and ends somewhere high.​​

    Scis and Engs are up there at 100k+. That's based on the DPS tables of both leagues. Sure there aren't as many as tacs, but tacs make up the majority of the DPS tables. IIRC, the number of tacs equal the number of scis and engs combined. Either way, the top 1% of all those classes do hit above 100k.
    questerius wrote: »
    So make the adjustments to the powers which "corrupt" BFAW the most especially since the one career which is affected can still use APA and GDF in other capacities and thus has options available which other careers do not.​​

    That's the thing though, Tacs are supposed to be the DPS class so they should have the upper hand in that regard.

    Again, I don't think FAW should be outright nerfed in terms of raw damage because the top 1% of the playerbase can hit ridiculous numbers with it. I do feel it should merely be brought down to parity with other weapon skills. Limiting its AOE would make positioning more important and would make it a more fun skill to use IMO.

    Here's an idea I posted in Reddit a while back:
    • Remove shared cool downs between AOE and single target BOff abilities (such as FAW and BO, CRF and CSV, or TS and HY)
    • Slightly increase the cool downs of AOE weapons abilities
    • Lower AOE crit chance
    • Decrease accuracy on AOE weapons skills
    • Substantially reduce the CDs of single weapons enhancement skills (BO, CRF and HY) to make them more spammable.
    • Increase accuracy of single target skills along with their CritH
    • Move CRF down to ensign

    Since shared CDs are removed, you can fire BO with FAW, CRF with CSV or a HY immediately after a TS. AOE will still be potent, but their longer cool down would would make them more useful in softening up targets. Focused fire will finish off what AOE shots leave behind.

    CRF isn't a single-weapon ability though, is it? Admittedly it's been a long time since I used cannons but I was under the impression it affected all cannon weapons. The rest of it seems reasonable enough and addresses the point I made in the first post about AoEs usually having longer cooldowns and/or some other penalty to make up for their increased damage potential through total enemies hit. I would still like to see a sustained single-target attack for Beams similar to CRF and I think Cannons should have a single-weapon ability as well similar to Overload.

    True, it's not a single weapon ability, as I think they meant single target ability!

    Yeah mis-worded on my part. I meant single target. :smile:
  • angrytargangrytarg Member Posts: 11,009 Arc User
    edited December 2015
    lianthelia wrote: »
    gradii wrote: »
    BFAW is most likely not a problem. the amount of things you combine with BFAW to make it so powerful is more likely the problem.

    Not saying it should be nerfed...but the fact it does the most damage on single target and multi is a little goofy.

    Cannons need to be buffed...

    Indeed. It's single-target damage needs to be reduced, it makes no sense that both, CSV and BFAW increase single-target damage. None at all, same for torpedo spread. AoE attacks are AoE attacks and should have drawbacks if used against few or single targets while rapid fire, overload and high yield are "sniper" abilities targeting single targets with more damage, increased crit chance and what not. You can change BOFF skills on-the-fly in STO since they changed the BOFF mechanics, you can have both and cycle them out if you think youll need to adapt soon. That should be a no-brainer. And no, don't listen to people crying "no nerf, just buff the rest" - that's literally what power creep is. Adjustments need to happen.

    Either remove BFAWs crit chance entirely or lower it's base damage, same for CSV. Also, cannon abilities should be moved down to ENS-LTC, back int he days they did that to "limit" cannons to escorts but those boundaries don't exist any more.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    The issues I definitely that BFAW is overpowered itself not what it interacts with.
    APA & AHOD etc affect all abilities equally but yet cannons and torps still lag way behind beams in terms of damage.
    So BFAW is the culprit here whether people like it or not. I think a combination of these things are giving it a real advantage:

    - lower boff rankings.
    - increased damage on single targets.
    - faster fire rate/more shots per cycle.
    - no affect on accuracy.
    - no affect on crits.
    - can have near constant uptime.

    I think e30ernest has some reasonable ideas in his bigger post. Not an all out nerf but something to balance things out.
    SulMatuul.png
  • vetteguy904vetteguy904 Member Posts: 3,942 Arc User
    e30ernest wrote: »
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.

    how does it change a thing for tactical captains
    e30ernest wrote: »
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.

    not really, considering APA boosts EVERYTHING, including Sci majik, which is should not do. the problem imho, is when you stack APA APB, AP whatever. activating any AP should toss a cool down on the other patterns, and no tactical ability should increase Engineering or sci based damage. if you want to adjust BFAW, then you should look at power draw, maybe increase the power usage by 5% per weapon X the number of consoles boosting the weapon. of course all that would really do is cause more use of EPTW and batteries...
    sig.jpg
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    edited December 2015
    Post deleted. I wanted to hit cancel.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    e30ernest wrote: »
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.

    how does it change a thing for tactical captains
    e30ernest wrote: »
    That would sort of negate the main advantage of tactical captains though, maybe even put them below science and engineers. As a player that doesn't play a tactical toon, I don't want that to happen.

    The damage decrease on each shot is interesting. Torpedo High Yield has a similar mechanic on salvos.

    not really, considering APA boosts EVERYTHING, including Sci majik, which is should not do. the problem imho, is when you stack APA APB, AP whatever. activating any AP should toss a cool down on the other patterns, and no tactical ability should increase Engineering or sci based damage. if you want to adjust BFAW, then you should look at power draw, maybe increase the power usage by 5% per weapon X the number of consoles boosting the weapon. of course all that would really do is cause more use of EPTW and batteries...

    LOL, off subject here and all, but your signature is funny as hell!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • lianthelialianthelia Member Posts: 7,897 Arc User
    angrytarg wrote: »
    lianthelia wrote: »
    gradii wrote: »
    BFAW is most likely not a problem. the amount of things you combine with BFAW to make it so powerful is more likely the problem.

    Not saying it should be nerfed...but the fact it does the most damage on single target and multi is a little goofy.

    Cannons need to be buffed...

    Indeed. It's single-target damage needs to be reduced, it makes no sense that both, CSV and BFAW increase single-target damage. None at all, same for torpedo spread. AoE attacks are AoE attacks and should have drawbacks if used against few or single targets while rapid fire, overload and high yield are "sniper" abilities targeting single targets with more damage, increased crit chance and what not. You can change BOFF skills on-the-fly in STO since they changed the BOFF mechanics, you can have both and cycle them out if you think youll need to adapt soon. That should be a no-brainer. And no, don't listen to people crying "no nerf, just buff the rest" - that's literally what power creep is. Adjustments need to happen.

    Either remove BFAWs crit chance entirely or lower it's base damage, same for CSV. Also, cannon abilities should be moved down to ENS-LTC, back int he days they did that to "limit" cannons to escorts but those boundaries don't exist any more.​​

    Yeah...most mmo's give aoe lower damage which is made up for by hitting multiple targets.

    Trouble is with BO, it just isn't very useful except for a quick burst...just wouldn't compare to CRF...so either we'd need a new beam ability (Maybe they could make a overload ability for cannons as well or change overload so it works for cannons or beams) or change BO to be more something like singularity overcharge, where it fires off multiple beam overloads but only one beam at a time.
    Can't have a honest conversation because of a white knight with power
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    lianthelia wrote: »
    angrytarg wrote: »
    lianthelia wrote: »
    gradii wrote: »
    BFAW is most likely not a problem. the amount of things you combine with BFAW to make it so powerful is more likely the problem.

    Not saying it should be nerfed...but the fact it does the most damage on single target and multi is a little goofy.

    Cannons need to be buffed...

    Indeed. It's single-target damage needs to be reduced, it makes no sense that both, CSV and BFAW increase single-target damage. None at all, same for torpedo spread. AoE attacks are AoE attacks and should have drawbacks if used against few or single targets while rapid fire, overload and high yield are "sniper" abilities targeting single targets with more damage, increased crit chance and what not. You can change BOFF skills on-the-fly in STO since they changed the BOFF mechanics, you can have both and cycle them out if you think youll need to adapt soon. That should be a no-brainer. And no, don't listen to people crying "no nerf, just buff the rest" - that's literally what power creep is. Adjustments need to happen.

    Either remove BFAWs crit chance entirely or lower it's base damage, same for CSV. Also, cannon abilities should be moved down to ENS-LTC, back int he days they did that to "limit" cannons to escorts but those boundaries don't exist any more.​​

    Yeah...most mmo's give aoe lower damage which is made up for by hitting multiple targets.

    Trouble is with BO, it just isn't very useful except for a quick burst...just wouldn't compare to CRF...so either we'd need a new beam ability (Maybe they could make a overload ability for cannons as well or change overload so it works for cannons or beams) or change BO to be more something like singularity overcharge, where it fires off multiple beam overloads but only one beam at a time.

    IMO, that's kind of how I envisioned BFAW originally, and not the spread of rapid disco-death we have currently!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • vetteguy904vetteguy904 Member Posts: 3,942 Arc User
    to me BFAW should have been a "point defense" mode, rapid fire, half power to target fighters and torpedos
    sig.jpg
  • angrytargangrytarg Member Posts: 11,009 Arc User
    to me BFAW should have been a "point defense" mode, rapid fire, half power to target fighters and torpedos

    I agree. "Fire at will" on screen did not result in AoE spam either, it's taking opportunity shots against enemies without explicit order. The current fire at will should become an ability called "point defense" with accuracy and damage bonus against shuttles, torpedoes and mines and reduced efficiency against bigger targets but increased threat generation. A "fire at will" should pick one random target with maybe increased crit chance and accuracy but it's your officer deciding which. Your benefit would be to have time to concentrate on your defenses. And then we had to make defenses actually be worth something - we have so many traits and stuff these days our ships bascially auto-heal all the time.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    In my opinion really what is needed for cannons and beams are the following abilities:
    • Rapid fire single target attack (Cannon Rapid Fire & ?)
    • High powered focused single target attack (? & Beam Overload?)
    • Low powered AOE point defense or multi target attack (Cannon Scatter Volley & BFAW)

    Clearly there's some missing if you want something like that, and things like BFAW need to have damage reduced so they cannot outperform single target attacks.
    I'd add in a cannon version of BO, some sort of charged attack a bit like Isokinetic cannon and a rapid fire ability for beams against one target.
    SulMatuul.png
  • angrytargangrytarg Member Posts: 11,009 Arc User
    lordsteve1 wrote: »
    In my opinion really what is needed for cannons and beams are the following abilities:
    • Rapid fire single target attack (Cannon Rapid Fire & ?)
    • High powered focused single target attack (? & Beam Overload?)
    • Low powered AOE point defense or multi target attack (Cannon Scatter Volley & BFAW)

    Clearly there's some missing if you want something like that, and things like BFAW need to have damage reduced so they cannot outperform single target attacks.
    I'd add in a cannon version of BO, some sort of charged attack a bit like Isokinetic cannon and a rapid fire ability for beams against one target.

    In principle, Surgical Strikes are single target rapid fire for both cannons and beams. It's just that only a few ships can use it since it's intelligence gated.

    But one had to define what are the advantages of rapid fire versus focussed single attack. From the tip of my snout I'd say rapid fire = reduced crit chance and acuracy, higher rate of fire -> above average damage over a prolonged period. Overload, as it is = increased (guaranteed) crit chance, high accuracy -> spike damage. AoE attacks: decreased (none at all) crit chance, increased accuracy against small targets -> point defense and maybe aggro magnet.

    I think what would be needed would be a complete overhaul of BOFF abilities. Recreate the whole system to make more sense.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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