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Turret Boat?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2010 in PvP Gameplay
Hi all,

I've been playing around with a K't'inga in PvP lately and found that fully loading it up with 4x disruptor turrets and 2x plasma torpedoes tears through AIs in PvE mode under 1.2 - where in 1.1 the power drain was unsustainable. It's a glorious sight seeing four turrets with rapid fire tear through a mob's shields. I've got pre-fire chambers in tactical, armour in engineering and I-can't-remember-what in science consoles. Heavy Torp and Rapid Fire bridge powers with aux to SIF, reverse shield polarity and aux to shield for Eng, jam sensors and tractor beam for Sci.

Has anyone had much luck with this kind of build in v1.2 PvP? Is it worth swapping a plasma torpedo for another disruptor turret?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    I have played a turret boat, not too different from a beam boat really. I used to run turret boats primarily to avoid feedback pulse. Once that was changed, I switched to a beam boat.

    Under 1.2 I ran it once with 3 eps regulators, and once without any eps regulators, to ry and get a feel for the energy consumption change they did to eps flow regulators and weapon energy in general.

    First and formost, they just recently gave us autofire in space, and then introduced a game mechanic that makes it obsolete. I don't care if you mount 24 eps regulators, your not going to keep a good charge firing nonstop. There needs to be pauses to let it get back to max. This is my problem as a one handed gamer atm, but the lack of foresight and reasoning in this change is strange.

    Second, everything else still works fine (concerning turret or beam boat) : dps is a little lower, MUCH lower if you don't learn a pattern for firing by watching your energy. If you use autofire your dps will drop to nothing.

    thats all I got out of two maps played so far.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Genuine question: given that you get your weapon energy back after every weapon's firing cycle, how would DPS deprecate with constant firing? Surely you'd be dealing constant damage over time? I mean my quick test pre-1.1 found 4 turrets drain my weapons to nothing after a few salvos, but under 1.2 they stay hovering at a high-ish level.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Walshicus wrote:
    Genuine question: given that you get your weapon energy back after every weapon's firing cycle, how would DPS deprecate with constant firing? Surely you'd be dealing constant damage over time? I mean my quick test pre-1.1 found 4 turrets drain my weapons to nothing after a few salvos, but under 1.2 they stay hovering at a high-ish level.

    I need more details. You sound like you have moe experience in the patch than I do. Do you have eps flow regulators? Do you have uatofire turned on or are you hitting your fire weapons key? The text reads ...

    The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapon’s firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal. This change was primarily inspired by player feedback - specifically on the topic of the energy drain caused by firing multiple bursts of energy weapons. Players may now fire all of their energy weapons repeatedly burst after burst, but the damage for each weapon is still diminished during the firing cycle.
    As a result of this change to the energy drain mechanic, the EPS Flow Regulator Station Mods, will no longer have an effect on DPS. They will continue to function to improve power transfer rates between different systems.

    My experience with a carrier and 6 beam weapons firing in prolonged pvp combat was that eventually damage drops to single digits. I had to stop and wait until weapon power returns to 100%. eps flow regulators did not help. Playing one handed I obviously need to work on my G key setup (a logitech keyboard button) to add enough pause in fireing executions to return power back. I was sharing my limited experience with the patch before the server went down, I expect to learn more about how it is working eventually.
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