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Most useless Weapon ever: Borg Cutting Beam

guli20guli20 Member Posts: 11 Arc User
Hi all,

I realized there is a new Beam Weapon, I was so extemly happy. Sounds so cool: 360 arc and more DPS then a normal beam, downside is only Kinetic and this means nearly useless against Shields, but that is absolutely okay! This is the price for that good DPS value and the 8 Power consumption.

Then I realized that the system has many many restrictions:
This is the only weapon (not weapon console) which can`t be buffed by a BOFF Skill like BO1-3 or Target Subystems*. This would be a perfect weapon for everyone who want to use a Cannon Vesta build without losing the Target subystems abilty....
But NO, the designers desided to introdue a expensive weapon which is useless.

* Except the Harh Peng Torpedo, but this is not an energy weapon.

Then Okay, my thought was, well I can live with that, then mount 4 or more of them, but again only one is allowed. What the hell????

You give us a weapon which is only effective against Shield-less Targets, espcially Boss enemys are nearly never without the shields fully down, they regenerate so quickly. Which makes Cutting Beam useless. On the other Hand, if Borg are using them it is a Pain even with Shields are fully up.
And please don`t tell me about the Omega Weapon Ability, nobody will really notice that, a 2,5% chance proc for 3 seconds, that is wow...., what shall I write about it, the devs thinks that this makes the differencee. If you found some sarcasm, then you are right.

To be honest, I am so extremly disappointed about that Weapon, This is the most restricted and useless weapon ever.
Coolness Factor, oh yes definteley!
Useless factor YES and I mean a very very big YES, again here is why:
Useless when the target has shields up, which is 90% of the time.
Can not be combined with an BOFF skill, which could make this Beam very effective as soon the shiels are offline/down.
Only one per Ship.
Can?t becombined with FAW to shoot down heavy torpedos.

Every Turret is more effective, because the Turret can help bring down shields and hull.
Or use a normal beam bank, this can be combined with the existing BOFF skills or the additional Science-Ship-Target-Subsystem skills, even if the beam has only 250 arc.

OMG, remove the Cutting Beam completely or make it at least non unique. For this I am fine with removing the dumb 2,% Omega proc, which I believe makes this a unique weapon.
Or give this Beam access to the BOFF skills.

We are not idiots to mount a Beam, which has very good DPS at 125 energy level, but should only be fired when the shields are down, for probably ~6 seconds before the enemy Boss shields regenerate?
Think how often you see Donatra without shields...

Please give us an option to remove/unslott this project asap, because I slotted this project on my second char before I realized the (in)effectivness about that weapon.

However do something with the Cutting Beam weapon, this weapon is so ineffective, you (the devs) can do nearly nothing to make it more useless, except reducing the DPS.

It is better to use turrets, normal beams or torpedos then that toy weapon.
Yes it might be effective against nanite xyz targets, but every other weapon can use BOFF skills and is logically more effective. So what is the point?
Post edited by guli20 on
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Comments

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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited November 2012
    YOu do know that as a kinetic weapon it shared the same dps value as the 180 degree torp and the feringi missle launcher, and is only slightlt les than most normal torp launchers? Its also effected by weapons power. And that it shares the same shield damage restriction as any other kinetic weapon? Or that all borg gates, nodes, and transformers have no shielding?
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    lianthelialianthelia Member Posts: 7,846 Arc User
    edited November 2012
    Until we know how often the 3 piece bonus procs...if it has any internal cooldown or what I would hold out on the bashing. The 3 piece bonus could be very powerful.

    Not to mention if its so weak why would you want multiple ones?
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited November 2012
    lianthelia wrote: »
    Until we know how often the 3 piece bonus procs...if it has any internal cooldown or what I would hold out on the bashing. The 3 piece bonus could be very powerful.

    Not to mention if its so weak why would you want multiple ones?

    Some people like to buy things before they know what they are getting. The tool tip is viewable from the project window and there is always the wiki.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    verlaine11verlaine11 Member Posts: 0 Arc User
    edited November 2012
    Im pretty much the same as the OP, im not finding it that good at all, the only time i found it really good - against things like gates ect - was when i experimented with the Borg 3 piece as the Tractor Beam did a lot of damage as it gives it a bonus if the target has been hit with the beam.

    Was expecting a lot more damage against the hull compared to normal weapons but it does not seem to be the case from what i have seen.

    I think mine is going on my shuttle as that has the Borg 3 piece + the console - probebly be more useful there
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    I think this one can be really good...

    Normal escort:
    DBB, DHC, DHC, DHC,
    TUR, TUR, TUR

    With this:
    DBB, DHC, DHC, DHC,
    TUR, KCB, TUR

    it's like a extra torpedo weapon without giving up a front slot. Sure, you'll give up a turret, but that's such a puny weapon anyway.
    [SIGPIC][/SIGPIC]
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    guli20guli20 Member Posts: 11 Arc User
    edited November 2012
    @pvehero

    But thats the problem,
    you basically waste a turret, because the Borg Cutting Beam (BCB?) is only working if shields are down, and then a Torpedo which is well timed with HY or Torpdeo spread is much more effective.

    @disposeableh3r0
    Yes, I know that, because I have all this weapons.
    But I can combine this Ferenei or Quantum Wide angle wepaon with my Torpedo skills.
    Not possible for that Cutting Beam!

    @lianthelia
    Valid point, but please be aware, the proc is not per SHOT it is per weapon cycle!
    Which is the same for the borg Cutting Beam: one shot one cycle, because the Cutting Beam is a constant beam!
    So this means with every 40th shot of your beam you get the proc (as an average value).
    I am not fully sure, but this means every ~ 160seconds you can see this proc for 3 seconds.
    Too bad if you BOff skills hare on cooldown during that 3 seconds...
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited November 2012
    guli20 wrote: »
    @pvehero

    But thats the problem,
    you basically waste a turret, because the Borg Cutting Beam (BCB?) is only working if shields are down, and then a Torpedo which is well timed with HY or Torpdeo spread is much more effective.

    @disposeableh3r0
    Yes, I know that, because I have all this weapons.
    But I can combine this Ferenei or Quantum Wide angle wepaon with my Torpedo skills.
    Not possible for that Cutting Beam!

    @lianthelia
    Valid point, but please be aware, the proc is not per SHOT it is per weapon cycle!
    Which is the same for the borg Cutting Beam: one shot one cycle, because the Cutting Beam is a constant beam!
    So this means with every 40th shot of your beam you get the proc (as an average value).
    I am not fully sure, but this means every ~ 160seconds you can see this proc for 3 seconds.
    Too bad if you BOff skills hare on cooldown during that 3 seconds...

    Except that its 360 degree so it has an advantage over the 180 weapons. And dont forget just because it doesnt fit your build doesnt make it useless. I could see this as a valid choice for a shield stripper build.

    The firing cycle is also 4 shots (toggle 4 max) so not that bad and if you paired the omega proc with cannons it would go off much more often
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    guli20guli20 Member Posts: 11 Arc User
    edited November 2012
    I am experienced enough to not just look if it fits to my builds.
    I tried nearly all type of builds on tons of ships and still experimenting and trying new combinations, with all 3 Char classes...

    From what I know is a firing cycle one Weapon activation, not the weapon fire animation.
    Otherwise this would mean to see a Proc on Enemies every few seconds, with so many wepons. But this is not happening.
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    guli20 wrote: »
    @pvehero

    But thats the problem,
    you basically waste a turret, because the Borg Cutting Beam (BCB?) is only working if shields are down, and then a Torpedo which is well timed with HY or Torpdeo spread is much more effective.

    First, a turret is a puny thing to waste. Barely noticeable. From what I understand, the KCB deals almost the same damage as the 180deg torp, so not bad.

    In addition, there are at least 3 good reasons why I can't use a regular torp:
    - I have no fore slots available for torps, and I sure ain't gonna let the enemies out of my DHC arc.
    - I have no free Boff stations to fit torp abilities in anyway.
    - I don't have any points in "Projectile Weapons". The cutting beam is affected by energy weapon skill, so I don't have to waste a single skillpoint in projectile weapons.

    Sure, it's no magical super weapon, but it should be able to hold it's own.
    [SIGPIC][/SIGPIC]
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    xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    pvehero wrote: »
    I think this one can be really good...

    Normal escort:
    DBB, DHC, DHC, DHC,
    TUR, TUR, TUR

    With this:
    DBB, DHC, DHC, DHC,
    TUR, KCB, TUR

    it's like a extra torpedo weapon without giving up a front slot. Sure, you'll give up a turret, but that's such a puny weapon anyway.

    A single turret does more overall damage than the cutting beam when your count in rapid fire and scatter volley. I did multiple tests to confirm exactly that, because I personally didn't want to believe it, I wanted to use the cutting beam.

    If your intent is to use that cutting beam, it should be primarily because you want the 3 piece set bonus.
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    xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    pvehero wrote: »
    First, a turret is a puny thing to waste. Barely noticeable. From what I understand, the KCB deals almost the same damage as the 180deg torp, so not bad.

    Negative. A single turret on an escort (4/3 config) running 2 copies of rapid fire or scatter volley accounts for between 8-12% of total damage done.

    If you replace that turret with a cutting beam, it will do between 5-7% total damage.

    Turrets are only puny weapons when you discount the fact they also work with rapid and scatter fire.
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    l0cutus359l0cutus359 Member Posts: 0 Arc User
    edited November 2012
    pvehero wrote: »
    First, a turret is a puny thing to waste. Barely noticeable. From what I understand, the KCB deals almost the same damage as the 180deg torp, so not bad.

    In addition, there are at least 3 good reasons why I can't use a regular torp:
    - I have no fore slots available for torps, and I sure ain't gonna let the enemies out of my DHC arc.
    - I have no free Boff stations to fit torp abilities in anyway.
    - I don't have any points in "Projectile Weapons". The cutting beam is affected by energy weapon skill, so I don't have to waste a single skillpoint in projectile weapons.

    Sure, it's no magical super weapon, but it should be able to hold it's own.

    Agreed, This weapon is better than people think. I was skeptical at first when looking at the stats, but I actually used it a lot for the first time (on HOSE, SB24, etc) last night and I actually do like it.

    Why? It is like having a 360 degree torp and the recharge time is pretty quick. Yes, dps is lower, but the low recharge time allows you to keep steady pressure on your target.

    I run a Fleet Defiant with DHC's and Quad cannons.... and turrets with the Cutting Beam in the aft. From what I have seen, you don't really take an energy hit in firing it.

    I also have the Assimilated Console in the build, so the Omega Weapon Power proc is there...not exactly sure of the bonus there yet, but seems interesting.

    Thx
    Locutus

    Delirium Tremens
    Tier 4 Starbase, Tier 3 Embassy
    http://dtfleet.com/
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited November 2012
    guli20 wrote: »

    @lianthelia
    Valid point, but please be aware, the proc is not per SHOT it is per weapon cycle!
    Which is the same for the borg Cutting Beam: one shot one cycle, because the Cutting Beam is a constant beam!
    So this means with every 40th shot of your beam you get the proc (as an average value).
    I am not fully sure, but this means every ~ 160seconds you can see this proc for 3 seconds.
    Too bad if you BOff skills hare on cooldown during that 3 seconds...

    Actually, I believe the proc applies to all your energy weapons, not just the cutting beam.
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    captainmerzancaptainmerzan Member Posts: 52 Arc User
    edited November 2012
    Actually, I believe the proc applies to all your energy weapons, not just the cutting beam.

    I will have to look again but its dps is higher then turrets, I run fleet turrets and its does do more dps then they do, so why would anybody say there useless, more dps means more damage,
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    stirling191stirling191 Member Posts: 0 Arc User
    edited November 2012
    I will have to look again but its dps is higher then turrets, I run fleet turrets and its does do more dps then they do, so why would anybody say there useless, more dps means more damage,

    Only when the shields are down. In addition, it's a marginally higher energy drain, and doesn't benefit from BOFF abilities.

    Raw DPS numbers on a tooltip don't tell the whole story.
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    kingpin1989kingpin1989 Member Posts: 10 Arc User
    edited November 2012
    I must say I'm disappointed at how the Kinetic Cutting Beam currently works, mostly because it just isnt a Cutting Beam. Right now its just a Beam Turret that deals Kinetic damage.

    A Cutting Beam is supposed to be a beam of directed laser energy used to cut open the hull. Because its a small laser its energy output is too low to damage shields, that's why the Borg first brought down the shields of the Enterprise-D in the TNG episode "Q Who" (2x16) before slicing open the hull.

    The Cutting Beam thats currently ingame acts exactly like any other weapon when it hits shields: 90% of the damage it normally deals is being dealt to the shields and the other 10% bleeds through to the hull.

    The Cutting Beam also shouldnt be affected by any skills, stats or abilities because its main use is to make a surgical cut in the hull.


    What I'd like to see as a real Cutting Beam is something that doesn't damage the shields whatsoever and deals lots of damage to the hull, comparable to a torpedo hit, when the shield facing is down.
    KingPin
    11 August 2008
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    l0cutus359l0cutus359 Member Posts: 0 Arc User
    edited November 2012
    Actually, I believe the proc applies to all your energy weapons, not just the cutting beam.

    The Omega proc does show up on other energy weapons, not sure exactly of the affect when it does trigger.... does it mean your weapon power jumps up when it triggers?

    Thx
    Locutus

    Delirium Tremens
    Tier 4 Starbase, Tier 3 Embassy
    http://dtfleet.com/
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    tudenomtudenom Member Posts: 75 Arc User
    edited November 2012
    I run an Excelsior cannon boat captained by a Tactical officer and there might be some merit to replacing one rear turret with the cutting beam. I see this as mostly a cruiser weapon and a replacement for a torpedo launcher.

    My ship is an all disruptor single cannon/turret build, with cannon scatter volley 2, attack pattern beta 1, and the obligatory tac team 1. I found it's not worth the effort to mount a torpedo on a cruiser since I don't have the tac slots to make it worthwhile, plus it's hard to keep an enemy in a 90 degree front arc reliably, even in an excelsior.

    The cutting beam on the other hand, doesn't suffer from the 90 degree angle restriction which means I can use it at any time, and it doesn't use up a front mount, which keeps my heavy hitting weapons in place.

    I lose some area of effect DPS, but not huge amounts (I didn't notice the loss of a turret when I was playing with Tricobalt mines). But I do gain some reliable single target DPS, especially against unshielded targets.

    I can't see where this weapon would be effective for escorts, who can mount torpedos and back them up with BOFF skills and have the maneuverability to use them when needed. It's probably not a science vessel thing either. But it has some promise for cruisers.
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    stirling191stirling191 Member Posts: 0 Arc User
    edited November 2012
    The Cutting Beam also shouldnt be affected by any skills, stats or abilities because its main use is to make a surgical cut in the hull.

    So you can make a surgical cut in the hull...but don't have the accuracy or ability to make a surgical strike against a weapon port, shield generator housing, power conduit or engine manifold?

    Yeah that makes sense.
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    theeishtmotheeishtmo Member Posts: 236 Arc User
    edited November 2012
    tudenom wrote: »
    It's probably not a science vessel thing either.

    Oh no, this is DEFINITELY a science vessel weapon. With lack of overall tactical slots for science ships not named "Vesta," any weapon that can tick up damage without needing them is vital. Coupled with shield subsystem targeting, suddenly big tough ships start melting when the cutting beam comes down on them. My fleet research ship has certainly jumped in power just swapping out a single rear beam array.
    I know there is a method but all I see is madness.
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    kingpin1989kingpin1989 Member Posts: 10 Arc User
    edited December 2012
    So you can make a surgical cut in the hull...but don't have the accuracy or ability to make a surgical strike against a weapon port, shield generator housing, power conduit or engine manifold?

    Yeah that makes sense.

    Granted, when targeting subsystems they could give that particular system a longer downtime than usual if it goes down because of the cutting beam.
    KingPin
    11 August 2008
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    paulymanpaulyman Member Posts: 228 Arc User
    edited December 2012
    useless?? to you it seems so... and for escorts i would not see this weapon being of any bonus to any escort build worth anything. i do however see this as a good sci or cruiser weapon. using it in place of a torpedo tube not in place of an energy weapon makes the most sense to me.

    calm your rage those of you who are haters. if you buy and equip things without even reading the tooltip i doubt your dps will notice any drop at all. those of you who likewise just equip something because the name sounds cool will see the same result. anybody performing at top level dps would have taken the time to research the weapon decide if it is a better piece or not and acted on that research.

    people who just like to whine and complain because they did both of the first two potions above will make forum posts that are floating from the volume of QQ tears.
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    proteus22proteus22 Member Posts: 0 Arc User
    edited December 2012
    why doeesnt antipron consoles boost this weapons performance in the epuisode where it debuted it was described as an a beam of focused antiprotons. yes i know it does kinetic damage.
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited December 2012
    tudenom wrote: »

    I can't see where this weapon would be effective for escorts, who can mount torpedos and back them up with BOFF skills and have the maneuverability to use them when needed. It's probably not a science vessel thing either. But it has some promise for cruisers.

    I wasn't sure at first either, but the 2 pc proc stacks. Its hard to tell because of how short the buff is, but I if its stacks weapon energy an escort can definetely benefit from it.
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    macrilenmacrilen Member Posts: 58 Arc User
    edited December 2012
    Yeah, I feel srry for the op actually. When I first heard of the borg cutting beam, I was like "oh nice, it's time to relive those TNG evil moments :D" But then its actually just a useless weapon against shielding :p
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    natejam101natejam101 Member Posts: 172 Arc User
    edited December 2012
    pvehero wrote: »
    I think this one can be really good...

    Normal escort:
    DBB, DHC, DHC, DHC,
    TUR, TUR, TUR

    With this:
    DBB, DHC, DHC, DHC,
    TUR, KCB, TUR

    it's like a extra torpedo weapon without giving up a front slot. Sure, you'll give up a turret, but that's such a puny weapon anyway.

    First problem i see here, beam bank with rest cannons and turrets..do yourself a flavor, drop the beam bank and get another cannon, quit gimpin yourself and get the most out of your rapid fire and scatter volley
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    bubblygumsworthbubblygumsworth Member Posts: 0 Arc User
    edited December 2012
    Combine it with the 3 part borg set tractor beam and hit a unshielded target then you can complain.


    I heard that the cutting beam is a monster when it is combined with the borg tractor beam.
    [SIGPIC][/SIGPIC]
    I drink, I vote, and I PvP!
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2012
    For 500 marks it ought to do what the NPC one does, hull damage even if your shields are up, not be some lame niche weapon. Heck just make it a 360 beam that can use subsystem targeting. At that price it should do SOMETHING awesome, instead of just being a lame gizmo.
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    flur1nflur1n Member Posts: 9 Arc User
    edited December 2012
    Hello

    I'm a Scientist in a Fleet Science Research Vessel Retrofit and I very like the KCB because:

    -I've only a Lt. tac station and run 2x TacTeam
    -my weapon pwr is 115 (Omega Weapon Amplifier procs often - helps to reach the 125 cap)
    -I have no skill points in Starship Projectile Weapons (CKB is a energy weapon)

    [8:45] [Combat (Self)] Your Cutting Beam deals 66 (665) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 36 (359) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 399 (464) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 52 (516) Polaron Damage(Critical) to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 204 (237) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 26 (263) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Array dealt 488 (567) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Array deals 63 (630) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 247 (287) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 32 (319) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam dealt 124 (578) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam deals 64 (642) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 242 (281) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 87 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 31 (312) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 398 (1853) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 206 (2059) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 248 (288) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 32 (321) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 86 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 362 (1686) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Array dealt 560 (652) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 240 (279) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 187 (1873) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Array deals 72 (724) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 31 (310) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 83 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 412 (1917) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 213 (2130) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 93 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 418 (1925) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 214 (2139) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 83 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 406 (1870) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 208 (2078) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 90 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 417 (1921) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 213 (2135) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam dealt 181 (830) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam deals 92 (922) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 92 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 349 (400) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression dealt 285 (1304) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 44 (444) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 595 (1899) Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret dealt 165 (189) shield damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 181 (371) Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 93 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 1906 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Beam Array - Target Engines I deals 623 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 394 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 355 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 92 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 1882 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam deals 1346 Kinetic Damage(Critical) to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 619 Polaron Damage(Critical) to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 79 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 311 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 2069 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Beam Array - Target Engines I deals 581 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 84 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 303 Polaron Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 2188 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Polaron Turret deals 587 Polaron Damage(Critical) to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Cutting Beam deals 684 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Assimilated Tractor Beam deals 85 Kinetic Damage to ShiKahr Class Frigate.

    [8:45] [Combat (Self)] Your Tractor Beam - Explosive Decompression deals 2239 Kinetic Damage to ShiKahr Class Frigate.

    ;)
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