Instead of one EPS console on my DSSV I now use two.
What was that about stacking EPS consoles?
EDIT: Forgot to mention, I switched from 100 weapons power to 100 aux power about 3-4 times during a fight, to fire off abilities. This has become tediously slow, so I had no choice but to drop all the Aux based abilities.
Great change!
Energy Siphon helps me alot in PvE. Running a single EPS console and 2 dual beams I'll run out of power if I keep using the beam skills.
I rarely used the Aux skills anyway so wasn't to bothered .
so does that mean escorts are pointless? can do just as much dps with beams?
yepp. first they nerft the fire rate on the canons now this. I have been a big supporter of the game, but i will just give up on this game soon. No point using escort anymore.
yepp. first they nerft the fire rate on the canons now this. I have been a big supporter of the game, but i will just give up on this game soon. No point using escort anymore.
Have any of you "experts" of doom and gloom actually tried tooling up an escort and...I dunno....playing? I run a simple loadout, 3 DHC disruptors and a Q torp up front, 3 disruptor turrets in back, one 1.3 EPS console. Seems just fine.
PVEwise, things die quicker now than they did before my respeccing into the new skills. PVPwise you get a longer battle now and then so space bar spam might not be the best choice eh? Unless of course you have a HY3 Qtorp burst to send in after you melt the shields...
Seriously people, stop whining and at least try this out before you unload with the QQ.
So lemme get this straight -- the Escorts, which already had fewer Engineering slots and weaker shields/hulls, now ALSO have functionally 'weaker' weapons, so that now, they have to use their Engineering slots for EPS consoles... or else they won't even have high DPS (the only thing they had going for them)?
Is this true?
Well done, Cryptic.
(now Escorts aren't "glass cannons" -- they're just glass)
*** sigh ***
Yeah, my sub ran out a few days ago... thought I'd check to see what "improvements" were made, maybe consider re-subbing sometime soon.
Well, at least now maybe I can get personal projects done a little faster.
My T5 Assault Cruiser has 4 forward cannons and 4 aft turrets. Does just fine with 3 EPS consoles. I'm destroying NPC ships as fast as before and my weapons power doesn't drop below 100.
They're still glass cannons. People just can't spacebar mash their way to victory anymore.
Strangely enough, I never 'mashed' my spacebar, yet did quite well. Is "mashing" what you did in your Escort? Where did you get that idea?
So how will I do it now? (well, not now, since I don't have a sub anymore)
How does an Escort perform, assuming what folks here are saying is true? I guess if their weapons are nerfed, and they can't install defensive consoles (cause they're filled with EPS now), then we get the one, standard, universal strategy of rotating the ship while firing weapons? (the old SFC strategy)
Yeah, I guess those who would like to play Escorts should just play Cruisers now. Same thing, just better hulls, shields, and slots.
And everyone in Cruisers put "all their eggs in one basket," load it all with beams (cause Starfleet ships don't have torpedoes), run Overload, and there you go!
Season One increased the power drain from cannon and turrets (which are basically cannon in all but name).
Season One also took away the shared cooldown on cannon, so you can fire them faster, and lowered the bonuses from EPS consoles by about 56% (old +3 EPS is now +1.3).
The net effect is a very dramatic increase to power drain, if your ship/Boff loadout wasn't set up to combat power drain in the first place. But there is good news.
1.) Since cannon no longer have a shared cooldown, your burst-damage potential on an Escort is much higher than it used to be. And given that dual/heavy cannon have such a narrow firing arc, it's not a stretch to say the new system better suits Escorts thematically; you burst until you have to turn, recharging weapons until you get another target in your firing arc.
2.) Emergency Power to Weapons. Emergency Power to Weapons. Emergency Power to Weapons. Say it with me! This ability was always under-rated, but now it's become probably best Engineering ability in the game, barring Reverse Shield Polarity. Certainly it's one of the best ensign abilities available to any career path.
3.) Torpedoes cost no energy.
Keep those three points in mind the next time you log in, if you're presently having energy problems. Mess around with your weapon loadouts. You may find that you do more damage overall if you replace an energy weapon or two.
The energy crunch isn't insurmountable, be assured.
I was annoyed with the constant power drain but then I bought a couple EPS Flow Regulator consoles and my problem was solved. I'm currently running an advanced escort with:
Fore:
-Dual Disruptor Beams Mk X
-Dual Disruptor Beams Mk X
-Quantum Torpedo Mk X
-Quantum Torpedo Mk X
Aft:
-Disruptor Beam Array Mk X
-Disruptor Turret Mk X
-Quantum Torpedo Mk X
I'm not having any power drain problems at all. When set to "attack" I haven't gone under 70 weapon power when blasting everything and using rapid fire.
isn't this old news? r did they increase it again and i just miss it?
from what i've seen there is a minor power drain (like 5 points per shot per type, i.e. 3 disruptor heavy cannons fireing at same time only cost me 5 energy)
but that jumps if you use more then 1 type of weapon... like disruptors + phasers = 12 energy per shot
this doesn't seem to affect mines/torpedos though, since they don't use energy to fire.
with that beng said aswell, these rules seem to apply in greater ammount while in pvp... i..e where i was using only 5 energy before i'm now using 15...-shrug- i don't know but i've never had an energy problem i don't use any flow regulators, and i rapid fire triple dual heavy cannons...
seriouslyi have a fleet escort with two mkx plasmas banks in front a tricobalt launcher up frontand i swith between a mk x dual antiproton dual bank and a dual heavy tetryon cannon rear is mkx tranphasic torpedo a mine launchers and mkx plasna array 1 uncommon eps console 1 rare ecs console and paramettallic armor comaole and u always have plenty of juice.
seriouslyi have a fleet escort with two mkx plasmas banks in front a tricobalt launcher up frontand i swith between a mk x dual antiproton dual bank and a dual heavy tetryon cannon rear is mkx tranphasic torpedo a mine launchers and mkx plasna array 1 uncommon eps console 1 rare ecs console and paramettallic armor comaole and u always have plenty of juice.
or you could just use all the same weapons >_> says right on the weapon descriptions -12% energy drain if you use another energy type
I run a heavy cannon, dual beam and plasma torp up front on my BOP and pretty much tear up even cruisers since my power rarely drops off.
Yah, putting 2 or three of any weapon will probably do more initial DPS, but frankly, with the lack of the power drop off, the IMHO, the BOP is still the way to go .
You uncloak 2-3km from anyone and drop a full loadout like that on someone their pretty much toast before they can hit their first button.
I never did understand the massing of the same weapon. It just doesn't work all that well, and even less of a reason to do so now.
EDIT: After some testing in the Zwenas Expanse, this is indeed the case. Weapons must be of the same damage type and class as well (all heavies or all duals/all cannons - unknown on turrets YET).to not get the penalty to weapon energy usage - though the EPS console nerf still means that there is a limit to how much you can use before running out of energy. Weapon batteries will become more useful with the EPS nerf - and the extra energy usage is going to encourage specialization in ONE type of weapon.
OK now that we understand that the type of weapon needs to be the same all we need to answer now does the different energy of the same type make a difference? ie, tetryon, polaron, disruptor cause more energy drainage than using the same energy of the same type. hmmmmm
OK now that we understand that the type of weapon needs to be the same all we need to answer now does the different energy of the same type make a difference? ie, tetryon, polaron, disruptor cause more energy drainage than using the same energy of the same type. hmmmmm
OK now that we understand that the type of weapon needs to be the same all we need to answer now does the different energy of the same type make a difference? ie, tetryon, polaron, disruptor cause more energy drainage than using the same energy of the same type. hmmmmm
In answer to your question, energy type does not affect energy drain mechanics in any way shape or form.
The only reason to keep energy weapon types the same is to boost DPS with consoles such as a Phaser Relay.
Looks to me like they did this as a solution for people trying to do the all cannon all turret builds on every ship because at the time those were the only ways of doing enough DPS in any class captain.
I kinda like it. Doesn't affect my science ship in the slightest. Got 1 beam 1 cannon 1 torp in front and 1 turret 1 beam and the borg cutter in back. Never have an issue.
Comments
Energy Siphon helps me alot in PvE. Running a single EPS console and 2 dual beams I'll run out of power if I keep using the beam skills.
I rarely used the Aux skills anyway so wasn't to bothered
yepp. first they nerft the fire rate on the canons now this. I have been a big supporter of the game, but i will just give up on this game soon. No point using escort anymore.
kkthxbai!!!
PVEwise, things die quicker now than they did before my respeccing into the new skills. PVPwise you get a longer battle now and then so space bar spam might not be the best choice eh? Unless of course you have a HY3 Qtorp burst to send in after you melt the shields...
Seriously people, stop whining and at least try this out before you unload with the QQ.
No, it means if you want to do massive damage, increase the power to weapons...
"We QQ because the game isn't just smash my face on the keyboard anymore."
People seem to be unwilling to learn how to play the game and just wanna keep mashing spacebar all day.
can you blame people? in beta the game required tactics for all ships, everyone QQ'd and the devs nerfed the NPC's, now the devs have nerfed escorts.
If they want to make the game tactical then put it back to how it was during beta
Is this true?
Well done, Cryptic.
(now Escorts aren't "glass cannons" -- they're just glass)
*** sigh ***
Yeah, my sub ran out a few days ago... thought I'd check to see what "improvements" were made, maybe consider re-subbing sometime soon.
Well, at least now maybe I can get personal projects done a little faster.
Strangely enough, I never 'mashed' my spacebar, yet did quite well. Is "mashing" what you did in your Escort? Where did you get that idea?
So how will I do it now? (well, not now, since I don't have a sub anymore)
How does an Escort perform, assuming what folks here are saying is true? I guess if their weapons are nerfed, and they can't install defensive consoles (cause they're filled with EPS now), then we get the one, standard, universal strategy of rotating the ship while firing weapons? (the old SFC strategy)
Yeah, I guess those who would like to play Escorts should just play Cruisers now. Same thing, just better hulls, shields, and slots.
And everyone in Cruisers put "all their eggs in one basket," load it all with beams (cause Starfleet ships don't have torpedoes), run Overload, and there you go!
Yup, that's strategy.
Season One also took away the shared cooldown on cannon, so you can fire them faster, and lowered the bonuses from EPS consoles by about 56% (old +3 EPS is now +1.3).
The net effect is a very dramatic increase to power drain, if your ship/Boff loadout wasn't set up to combat power drain in the first place. But there is good news.
1.) Since cannon no longer have a shared cooldown, your burst-damage potential on an Escort is much higher than it used to be. And given that dual/heavy cannon have such a narrow firing arc, it's not a stretch to say the new system better suits Escorts thematically; you burst until you have to turn, recharging weapons until you get another target in your firing arc.
2.) Emergency Power to Weapons. Emergency Power to Weapons. Emergency Power to Weapons. Say it with me! This ability was always under-rated, but now it's become probably best Engineering ability in the game, barring Reverse Shield Polarity. Certainly it's one of the best ensign abilities available to any career path.
3.) Torpedoes cost no energy.
Keep those three points in mind the next time you log in, if you're presently having energy problems. Mess around with your weapon loadouts. You may find that you do more damage overall if you replace an energy weapon or two.
The energy crunch isn't insurmountable, be assured.
Fore:
-Dual Disruptor Beams Mk X
-Dual Disruptor Beams Mk X
-Quantum Torpedo Mk X
-Quantum Torpedo Mk X
Aft:
-Disruptor Beam Array Mk X
-Disruptor Turret Mk X
-Quantum Torpedo Mk X
I'm not having any power drain problems at all. When set to "attack" I haven't gone under 70 weapon power when blasting everything and using rapid fire.
from what i've seen there is a minor power drain (like 5 points per shot per type, i.e. 3 disruptor heavy cannons fireing at same time only cost me 5 energy)
but that jumps if you use more then 1 type of weapon... like disruptors + phasers = 12 energy per shot
this doesn't seem to affect mines/torpedos though, since they don't use energy to fire.
with that beng said aswell, these rules seem to apply in greater ammount while in pvp... i..e where i was using only 5 energy before i'm now using 15...-shrug- i don't know but i've never had an energy problem i don't use any flow regulators, and i rapid fire triple dual heavy cannons...
or you could just use all the same weapons >_> says right on the weapon descriptions -12% energy drain if you use another energy type
Yah, putting 2 or three of any weapon will probably do more initial DPS, but frankly, with the lack of the power drop off, the IMHO, the BOP is still the way to go .
You uncloak 2-3km from anyone and drop a full loadout like that on someone their pretty much toast before they can hit their first button.
I never did understand the massing of the same weapon. It just doesn't work all that well, and even less of a reason to do so now.
NOOOOO necropost!!!
Kill it, kill it with fire !!!
Must stop the infection before it spreads :eek:
The only reason to keep energy weapon types the same is to boost DPS with consoles such as a Phaser Relay.
Oh and kill the zombie with fire!
system Lord Baal is dead
I kinda like it. Doesn't affect my science ship in the slightest. Got 1 beam 1 cannon 1 torp in front and 1 turret 1 beam and the borg cutter in back. Never have an issue.