I keep seeing these posts from people saying they fire weapons and they have no power left and are doing little damage. Then people jump on saying add regulators to keep power up. I am confused should my weapons power be dropping everytime I take a shot? If to it isn't I set it to 60 and fire shot after shot and it never goes below 60. I do the same amount of dame everytime.
the more energy weapons you have firing at once, the more it drains from your weapon power.
at tier 2 (Lt Cmdr) escorts can have 3 forward weapons, cannon's drain a lot of power, so you will start to see it there.
at later tiers you get more weapon slots, meaning you could equip all energy weapons (turrets in rear) and while facing forward fire up to about 6 energy weapons all at once, but the drain would be crazy.
so its a balance mechanic, if you time the firing of your weapons right, you hardly lose large amounts of power and you can sustain your damage output
the more energy weapons you have firing at once, the more it drains from your weapon power.
at tier 2 (Lt Cmdr) escorts can have 3 forward weapons, cannon's drain a lot of power, so you will start to see it there.
at later tiers you get more weapon slots, meaning you could equip all energy weapons (turrets in rear) and while facing forward fire up to about 6 energy weapons all at once, but the drain would be crazy.
so its a balance mechanic, if you time the firing of your weapons right, you hardly lose large amounts of power and you can sustain your damage output
Weird that sounds backwards to me seems like larger ships would have more power but I guess they have more powerful weapons as well. Anyway that explains why my T2 Cruiser does not have that issue with just the 2 disrupter arrays.
You need to have at least 3 beams firing at once to see any substantial drain.
On T5 cruisers, it's a huge problem. Either we have lots of beams and lose power, or we take a bunch of torp weapons that share a global cooldown. A "large warp core" contributing a net +12 bonus power (over the other classes' +10) simply does not cut it. That's a discussion for another thread, though.
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at tier 2 (Lt Cmdr) escorts can have 3 forward weapons, cannon's drain a lot of power, so you will start to see it there.
at later tiers you get more weapon slots, meaning you could equip all energy weapons (turrets in rear) and while facing forward fire up to about 6 energy weapons all at once, but the drain would be crazy.
so its a balance mechanic, if you time the firing of your weapons right, you hardly lose large amounts of power and you can sustain your damage output
Weird that sounds backwards to me seems like larger ships would have more power but I guess they have more powerful weapons as well. Anyway that explains why my T2 Cruiser does not have that issue with just the 2 disrupter arrays.
On T5 cruisers, it's a huge problem. Either we have lots of beams and lose power, or we take a bunch of torp weapons that share a global cooldown. A "large warp core" contributing a net +12 bonus power (over the other classes' +10) simply does not cut it. That's a discussion for another thread, though.