A few of the changes of the latest patch on tribble..
Cannons
* There are no longer any firing restrictions on cannons. (Removed shared cooldown)
* Weapon power costs now show in weapon tooltips.
* Increased DHC cost from 5 to 12 power.
* Increased DC cost from 5 to 8 power.
* Increased SC cost from 5 to 6 power.
* Reduced Turret cost from 5 to 4 power.
Rapid Fire
* Rescaled Rapid Fire damage. Previously, all ranks of Rapid Fire were behaving as if they were Rapid Fire 3.
* Rapid Fire was applying extra damage to Single Cannons, Turrets and Dual Cannons. Dual Heavy Cannons were behaving properly, so all cannons now receive an equivalent boost to Dual Heavy Cannons.
Combined, those two changes above mean Rapid Fire now scales from 30% DPS increase to 40% then 50% for tier 3. Previously, it was 48% for Dual Heavy Cannons and 68% for everything else.
Dual Heavy Cannons
Now come with an innate 10% critical severity bonus.
So rapid fire has been bugged all this time.... interesting
Comments
well, your still going to have just as powerful CCs, it will just take 5 seconds to get to 100 aux as opposed to 3 seconds.
this is going to jumble up my skill selection on my escort quite a bit tbh.
It fits in my latest build, so i aint worried. Im a beam heretic, and im using 2 normal cannons lately
Wow.. just... wow.
I always figured that Rapid Fire was a bit much, and some tests weeks ago confirmed that regular dual were outperforming DHC, hinting to something amiss, but I wonder how this is gonna affect BoPs and escorts? They're already kinda squishy, and time on target it gettin shorter.
Then again, when I think about it, I always had problems with some other cannon jockey ripping me a new one in my BoP and escort, so.. meh. Gots to check this out.
what are you smoking? The CC's will be stronger, especially energy draining ones that are already pretty destructive. I do like they are trying to scale back some of the damage though, slower = better
I'm curious, how do you see this as a good change for you?
I use several turrets on my cruiser and as far as I'm concerned this is most likely going to completely kill my build since the only time turrets really do much damage is when used in combination with Rapid Fire, and that damage boost is going to be cut from the current 68% down to 30%.
Turrets should not be all powerful and it is a bug and not a nerf.
I use 2 Dual Heavy Cannons, 1 Dual Beam Bank, and 1 Torpedo Launcher fore. 3 Turrets aft. All energy weapons on auto-fire. 2 Mk X EPS Regulators (now +1.5 transfer, down from +3). From 115 Weapon Power (Escort Bonus +Efficient Impulse Engines. The bonus from Weapons Performance seems to not be working, I should be at 124.) And the lowest average I dropped to was 86.
Are we going to see a metagame shift? Yes. Maxing out Starship Attack Vectors gives you an extra 3% chance to land a critical hit, so this skill favors the new bonus that Dual Heavy cannons get (+10 Critcal Severity). Not using this will favor Dual Cannons for captains that use Escorts or KDF ships that want 900 skill points somewhere else. The 3 DHC build may be better off now by swapping out a DHC for a DC or a single Cannon, time will tell.
drains not the issue, its the change in CRF. In order to keep the same DPS up a BoP must sacrifice its highest utility slot and a Klink carrier... Well lets just say they're not going to be topping the charts anymore.
I have a gut feeling that the metagame will still favor a TRIBBLE/TRIBBLE/FBP2/VM2/3 Science Officer in the commander slot and a HY1/RF1/APO1 Tactical Officer in the Lt. Commander slot for T5 BoPs.
Really just need more people on Tribble to test this stuff out with a fresh character.
If Carriers were "always" top damage, that would highlight a gross game imbalance - should only one faction have access to the "best" damage output, but their opponents not have the same type of advantage in healing? Not to mention the imbalances that would cause within the Klingon faction itself - why play in a Raptor when a Carrier has better damage and more survivability?
uh ya, no carrier using turrets will ever be close to top damage against competent players
Been on there testing things earlier and that seems to work fine now, even in rapid fire mode. Also 3 DHC works properly now to which is quite nice, although the power drain is very apparent with the new nerfs.
Its a good choice I think, it will lower DPS all round and slow things down a little. Of course if you double up your consoles you will get the same power as before but will gimp yourself in another area that you were previously buffing. I personally like my +22% all round damage resistance so I will take the 50% power hit
When i increase weapon power performance i get the same result as i got now 2x +6 weapon power. Resist is nice but i tried it myself and it feels kinda useless. Hazard emitters + aux to struc s alot more effective in that area, shields are the most important anyway if they are completly down you wont survive much longer even with high resistance.