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Ninja EPS/Beam nerf?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Just wondering if anyone else is noticing a ninja nerf to EPS Flow Regulators and Beam weapons since this morning's patch.


Prior to patch I was running 6.2 EPS bonus from 3 regulators and that was able to keep my weapons energy at 90 out of 103 or better at all times. This is while firing all 7 beam weapons and I had no problems with it.

After the patch, my weapons power drops to 43 and does not regenerate until after my beam weapons go offline for cooldown, which is now noticeably longer than previous, seems to be about twice as long as before. Once the weapons go offline, my energy will again regenerate but not until then.

Now it could be a nerf to stacking of EPS Flow Regulators since I'm not seeing any difference anymore between 6.2 bonus and 2.2 bonus but who knows.


Just wondering if anyone else has noticed the same.
Post edited by baddmoonrizin on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Just wondering if anyone else is noticing a ninja nerf to EPS Flow Regulators and Beam weapons since this morning's patch.


    Prior to patch I was running 6.2 EPS bonus from 3 regulators and that was able to keep my weapons energy at 90 out of 103 or better at all times. This is while firing all 7 beam weapons and I had no problems with it.

    After the patch, my weapons power drops to 43 and does not regenerate until after my beam weapons go offline for cooldown, which is now noticeably longer than previous, seems to be about twice as long as before. Once the weapons go offline, my energy will again regenerate but not until then.

    Now it could be a nerf to stacking of EPS Flow Regulators since I'm not seeing any difference anymore between 6.2 bonus and 2.2 bonus but who knows.


    Just wondering if anyone else has noticed the same.

    I'm just running 2 beam weapons and firing both does seem to noticeably drain power, which didn't happen before.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Anyone else?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I just upped from 5.2 to 7.2 with 5 beams and seem to performing a tad bit better, so maybe it's imagination? I haven't noticed any issues
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Did you swap out phasers or something for Polarons? Those puppies seem power hungry.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I only have a 1.5 EPS console, but have noticed no difference with my 5 beam weapons firing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    it takes a lot longer to recharge my torpedoes now too, I noticed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Each beam fired after the first drains 10 energy. It used to regenerate instantly back up, but now it seems all of that energy stays down until the beam weapons are done firing. Then it will start to regen back up. I always used all beam weapons and just today I've noticed the power staying down until they were done firing.

    Its almost as if you HAVE TO use EPS units to regen faster or else you're screwed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Great. Let's go ahead and take the time to start nerfing things with issues like the Aceton skill out there TRIBBLE people out of BO skill points.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    So then it isn't my imagination, it really was nerfed. Thanks for the confirmation folks.

    And no Clawdius....using all phasers, no polarons...same loadout I used last night when it worked nicely.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Great. Let's go ahead and take the time to start nerfing things with issues like the Aceton skill out there TRIBBLE people out of BO skill points.

    Yeah, I got screwed over by this on a fully trained commander BO...really sucked
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Just wondering if anyone else is noticing a ninja nerf to EPS Flow Regulators and Beam weapons since this morning's patch.


    Prior to patch I was running 6.2 EPS bonus from 3 regulators and that was able to keep my weapons energy at 90 out of 103 or better at all times. This is while firing all 7 beam weapons and I had no problems with it.

    After the patch, my weapons power drops to 43 and does not regenerate until after my beam weapons go offline for cooldown, which is now noticeably longer than previous, seems to be about twice as long as before. Once the weapons go offline, my energy will again regenerate but not until then.

    Now it could be a nerf to stacking of EPS Flow Regulators since I'm not seeing any difference anymore between 6.2 bonus and 2.2 bonus but who knows.


    Just wondering if anyone else has noticed the same.

    I was testing EPS's out this morning with the MK X 3.0 badge one, and noticed they dont seem to stack at all anymore. I didnt see any diff in my T5 SCI vessel from 3.0 to 6.2 EPS where as I noticed a difference 2 days ago. Edit: Running 5 beams.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    ...oh FFS, Cryptic. Really? Was this really necessary? Making EPS consoles even more necessary to maintain reasonable energy weapon performance? Why don't you just turn Engineering console slots into EPS slots?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nashie wrote:
    I was testing EPS's out this morning with the MK X 3.0 badge one, and noticed they dont seem to stack at all anymore. I didnt see any diff in my T5 SCI vessel from 3.0 to 6.2 EPS where as I noticed a difference 2 days ago. Edit: Running 5 beams.

    Yeah, I'm not seeing any difference between 2.2 and 6.2...incredibly lame.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nashie wrote:
    I was testing EPS's out this morning with the MK X 3.0 badge one, and noticed they dont seem to stack at all anymore. I didnt see any diff in my T5 SCI vessel from 3.0 to 6.2 EPS where as I noticed a difference 2 days ago. Edit: Running 5 beams.

    I haven't been back on today to test this myself yet, but seriously Cryptic was this an stealth nerf or a new bug?

    The only way to make T3+ cruisers work well for combat was to stack EPS consoles to maintain reasonable energy levels for the beam arrays. If consoles don't stack at all anymore, this needs to be made clear ASAP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It's not that they don't stack, it's that the "delay" that you get before energy regenerates now seems to apply to individual beams, instead of to all weapons as a whole.

    Before, once you started regenerating (after the delay), you would keep regenerating constantly, unless you hit max power, then there'd be another delay when you fired again.

    Now, if you're firing a bunch of beams, you can expect your power to sit at whatever the "max" power drain would be for a salvo. This means if your weapons power is 100, and you fire 6 beams constantly, your power will most often at 50. It'll bounce a bit as the beams stagger their firing, but you'll be pegged at 50 at least half the time. Adding more EPS mods does not seem to help much, but they DO still stack for the purposes of changing power configs (and full impulse).

    Also, this wasn't introduced in this morning's patch. If anything, it was introduced at the start of Live.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    magitek wrote: »
    It's not that they don't stack, it's that the "delay" that you get before energy regenerates now seems to apply to individual beams, instead of to all weapons as a whole.

    Before, once you started regenerating (after the delay), you would keep regenerating constantly, unless you hit max power, then there'd be another delay when you fired again.

    Now, if you're firing a bunch of beams, you can expect your power to sit at whatever the "max" power drain would be for a salvo. This means if your weapons power is 100, and you fire 6 beams constantly, your power will most often at 50. It'll bounce a bit as the beams stagger their firing, but you'll be pegged at 50 at least half the time. Adding more EPS mods does not seem to help much, but they DO still stack for the purposes of changing power configs (and full impulse).

    Also, this wasn't introduced in this morning's patch. If anything, it was introduced at the start of Live.

    Thanks for the clarification. I'll see what I notice when I get a chance later.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    magitek wrote: »
    Also, this wasn't introduced in this morning's patch. If anything, it was introduced at the start of Live.

    Not true at all from my experience. Prior to this morning's patch I was regening fully without any concerns. With this patch my weapons are holding the energy and not regening until they release it all. This was a patch change as of today and totally stealth with no mention of it at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Add Turn Rate Strength consoles to the list. My turn rate is visibly and horribly worse today. I cannot check to be certain because there is no stat for Turn Rate Strength (fix this too please). This does not bode well for me.

    Why were consoles made to not stack and without notice and explanation? I have paged a GM as well to uncover the mystery of my slow turning now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Add Turn Rate Strength consoles to the list. My turn rate is visibly and horribly worse today. I cannot check to be certain because there is no stat for Turn Rate Strength (fix this too please). This does not bode well for me.

    Why were consoles made to not stack and without notice and explanation? I have paged a GM as well to uncover the mystery of my slow turning now.

    Lame....looks like they decided to do a bunch of ninja nerfs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Heres the scoop. Any console cant be stacked with the same type. My +30 to weapon tac consoles stop stacking today lol. I guess they want to tone the tac ships dps down haha.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nashie wrote:
    Heres the scoop. Any console cant be stacked with the same type. My +30 to weapon tac consoles stop stacking today lol. I guess they want to tone the tac ships dps down haha.

    That's strange, because my +25 Sensory Array consoles still stack just fine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    And here we have the explanation for Cryptic's name, it is the way they run games - major changes days before launch, stealth changes, stealth mechanics, and so on. They have got to end this kind of stuff or just get out of the MMO business and make consoles or SP RPGs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nashie wrote:
    Heres the scoop. Any console cant be stacked with the same type. My +30 to weapon tac consoles stop stacking today lol. I guess they want to tone the tac ships dps down haha.

    Great I farmed several hours for my three +20 Tetryon Tactical Consoles alone... just great...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    gHz wrote:
    And here we have the explanation for Cryptic's name, it is the way they run games - major changes days before launch, stealth changes, stealth mechanics, and so on. They have got to end this kind of stuff or just get out of the MMO business and make consoles or SP RPGs.

    QFT! Cryptic is the KING of stealth nerfs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This makes me very sad, but hopefully it's just a bug. With as many other bugs that have popped up recently, and all the untested code being tossed into the game, I think there is a good chance it IS a bug.


    Maybe we can get some dev's to comment?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    May be it was not a nerf. May be it was a bug, the consoles not acting as they were intended. In this case all your wining about is not being able to exploit a bug that was not detailed to you. Bets are the consoles were stacking when they were not supposed to. This lead to unreasonably high damage rates that were problematic from a game balance perspective.

    The fix, make them not stack...or heck may be stack in a limited diminishing returns sort of way. But in the end your missing the perspective of the fix/nerf. You do not know why it was done or if it was a bug or a nerf. So...deal with it and move on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    if it was a bug previously, then it should have been changed during one of the many phases of beta, or they should tell us that there was a bug that was corrected.

    If it's a new bug, which is a possibility as well, then the devs will hopefully read this thread and reply.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    SyberSmoke wrote: »
    May be it was not a nerf. May be it was a bug, the consoles not acting as they were intended. In this case all your wining about is not being able to exploit a bug that was not detailed to you. Bets are the consoles were stacking when they were not supposed to.

    Wait what? You are accusing us of bug-using/exploiting when we just did what looked obvious, i.e. multiple items with same bonuses stacking, as it does IN ANY MMO... /facepalm
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    gHz wrote:
    And here we have the explanation for Cryptic's name, it is the way they run games - major changes days before launch, stealth changes, stealth mechanics, and so on. They have got to end this kind of stuff or just get out of the MMO business and make consoles or SP RPGs.

    The way things shift around so much without notes and the occasional "huh?" (paraphrased) from devs indicates a worrying tendency to not fully understand their whole system themselves...
    SyberSmoke wrote: »
    he fix, make them not stack...or heck may be stack in a limited diminishing returns sort of way. But in the end your missing the perspective of the fix/nerf. You do not know why it was done or if it was a bug or a nerf. So...deal with it and move on.

    And this is why it should be in patch notes.

    Since Cryptic chooses to document sloppily, they give us no reason not to consider the worst possibilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm glad I'm not the only one having this problem.
    Just noticed it about 1/2 hour before this latest server crash. I was wondering what was going on all of a sudden. Seemed really, really off to me.
    Glad to hear I'm not the only one.

    I really, really hope it's a bug and not a stealth nerf. Stealth nerfs are practically a lie of omission.

    Bugs I can forgive. Lies....not so much.
    Honesty is key, in good business relations.
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