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Beams are still BS(you know exactly what I mean)

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    crownvic2doorcrownvic2door Member Posts: 301 Arc User
    edited March 2013
    Beams AND Turrets need less power drain, after having a long discussion last night about my ship build we concluded that it was my Turrets sucking power, Turrets put out the very least damage and DPS in the game so one would think power levels would reflect that ...right?:confused:
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    sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    bareel wrote: »
    Weapon Power Display Lies

    The UI cheats to put it simply. It refreshes it's display at a set time, not in reaction to things going on. That means the listed 'weapon power' you see is what the power was at for that mere portion of a second that your UI refreshed and is pretty much meaningless considering how many things are going on that effect it constantly along with latency.

    TLDR: Just because it listed you have 90 power, does not mean that your beam fired with the 90 power damage bonus.

    I can buy that the UI doesn't update properly, however the DPS per beam also reflects (what I perceive as) extra drain.

    Projected Average DPS per Beam with 6 beams and Weapon Power overcapped to 153: 873.49
    Actual Average DPS per Beam with 6 beams and Weapon Power overcapped to 153: 393.2

    Projected Average DPS per Beam with 6 beams and Weapon Power overcapped to 168: 908.96
    Actual Average DPS per Beam with 6 beams and Weapon Power overcapped to 168: 458.74

    While I do not expect the Average DPS per Beam to actually equal the Projected, but it should be closer than what the Actual is showing.

    So I don't think this is just an observational error on my part and it does lead me to believe that there is something wrong with the drain mechanic for beams.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited March 2013
    I think too many people simply don't want to accept that beams are suppossed to do less dps by design. Its a design decision. It simply astonishes me how the community would cling to power drain as "the one thing holding beams back". No, they are held back by design. It would be far more productive to instead ask for a straight out beam DPS buff. Its not like Cryptic isn't inclined to help, why do you think they released a Beam Array that cost no power to use and a 360 weapon that procs extra weapon power?

    It is more than DPS by design. These weapons are utterly obsolete; what is the point in a wide angle attack, when escorts can simply make up that angle with massive turn rate, and then proceed to put out a much more damaging attack? And the old "Cruisers aren't meant to be damage dealers" nugget just doesn't work. We have been over the role of DPS in this game countless times, and know that nothing else matters.
    EnYn9p9.jpg
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    pointedearspointedears Member Posts: 0 Arc User
    edited March 2013
    This thread is still going ? surprised it hasn't been locked by a mod by now.

    Simply put its not beams or cannons but the abuse of Aux 2 Batt which (when running multiple copies) can allow you to run multiple Boff powers in a short space of time.

    Also people need to grow a pair and play the game better/improve their build/fly an escort yadda yadda ya or GTFO.

    You cannot have a game where multiple classes are equal. TACS are meant to damage, what do people not understand about that ?

    You cannot be an engineer and be in a cruiser an out dps an escort because engineers are not meant to do that nor are sci ships. Sorry people but get over it already, All the negativity and butthurt on the forums really is depressing.

    Even if escorts or dhc got nerfed YOU WOULD STILL FIND ESCORTS BEATING THE C**P out of other ships.

    Im a Tac, I do damage, its my job in an escort to kill you and I will. Even if you want to tie both hands behind my back I will faceroll the keyboard and still kill you.

    Instead of the witch hunt against escorts and DHC go play with multiple copies of aux 2 batt and aux 2 batt doffs and you will see what I mean.

    Even if I was a Tac in an escort with all beams I could still out dps any other ship without abusing aux 2 batt.

    Reading threads like this with each and every person with their own agenda having no interest in the advancement of the game, just their own personal agenda being fuelled by the butthurt really is very very sad.

    Its a shame the energy put into this thread is wasted when it could be better focused elsewhere. Look ouside you own immediate agenda of the " I IZ LEET UBER PWNZER" and appreciate that each ship has a role to play.

    If anything should be done then yes by all means give beams less drain and allow them to fire off quicker (it does seem to me the animation in game is not consistent with beam firing ie it is too long especially if you look at battle scense from DS9 beam weapon firing) OR give beams powers like beam rapid fire ?

    Either way it doesn't matter, escorts will use beams and still roll people unless people actually get together, and use tactics.

    If your in pvp 1 person tractors an escort, sci fires a tricobolt out its rear, leaving the rest to pick off the pieces ?

    HOW DAM HARD IS IT FOR YOU ALL TO GRASP THE BASIC FUNDAMENTALS OF THIS GAME ? THAT INCLUDES DEVELOPERS LIKE GECKO WHO ARE ALSO IINEPTLY USELESS

    sigh ...... enough this really is too depressing to read the idiocy being shown here.
    [SIGPIC][/SIGPIC]
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    chi1701dchi1701d Member Posts: 174 Arc User
    edited March 2013
    im not reading the entire thread to see if anyone has done with, but has anyone done any fact finding?

    I decided to do a small math test, white beam arrays (cruiser broadside 7 beams not including torpedoes) vs 3 DHC and 3 Turrets (for escort).

    Also, all weapons are non buffed or effected by skills and at 100 weapon power.

    Results where 7 beams are 1540 dps with no energy drain and 1078 with energy drain

    Escort with 3 DHC and 3 Turrets when having DHC start firing first was 1164 dps with no energy drain and 897.6 with drain.

    So, I dont see how cannons are that ott or am i missing something?
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    chi1701d wrote: »
    im not reading the entire thread to see if anyone has done with, but has anyone done any fact finding?

    I decided to do a small math test, white beam arrays (cruiser broadside 7 beams not including torpedoes) vs 3 DHC and 3 Turrets (for escort).

    Also, all weapons are non buffed or effected by skills and at 100 weapon power.

    Results where 7 beams are 1540 dps with no energy drain and 1078 with energy drain

    Escort with 3 DHC and 3 Turrets when having DHC start firing first was 1164 dps with no energy drain and 897.6 with drain.

    So, I dont see how cannons are that ott or am i missing something?

    Abilities, as well as calculation of average DPS over time, not just in one burst.

    You may also want to keep an eye on how the power drops for beam arrays, compared to DHC/turret.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    chi1701d wrote: »
    im not reading the entire thread to see if anyone has done with, but has anyone done any fact finding?

    I decided to do a small math test, white beam arrays (cruiser broadside 7 beams not including torpedoes) vs 3 DHC and 3 Turrets (for escort).

    Also, all weapons are non buffed or effected by skills and at 100 weapon power.

    Results where 7 beams are 1540 dps with no energy drain and 1078 with energy drain

    Escort with 3 DHC and 3 Turrets when having DHC start firing first was 1164 dps with no energy drain and 897.6 with drain.

    So, I dont see how cannons are that ott or am i missing something?

    I have done some stat finding (I created a spreadsheet to calculate damage and DPS of various weapons and it's fairly accurate, though incomplete) and my results are as follows

    Scenario: All weapons Mk X Common. 8 Beam arrays vs 4 DHCs, Power level: 145, Starship weapons skill: 9 + Omega rep, starship energy weapons: 9

    Beam arrays (32 shots)
    Damage: 17,742.66
    DPS: 3,458.53

    DHCs (32 shots)
    Damage: 29,532.1
    DPS: 9,844.04

    Again, not 100% accurate but it is within 100 points on any given figure.

    Any shots fired at over 125 power are counted as 125 due to how the power works in that regard all shots fired with no buffs
    ZiOfChe.png?1
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    haarspalterhaarspalter Member Posts: 0 Arc User
    edited March 2013
    This thread is still going ? surprised it hasn't been locked by a mod by now.

    Simply put its not beams or cannons but the abuse of Aux 2 Batt which (when running multiple copies) can allow you to run multiple Boff powers in a short space of time.

    Also people need to grow a pair and play the game better/improve their build/fly an escort yadda yadda ya or GTFO.

    You cannot have a game where multiple classes are equal. TACS are meant to damage, what do people not understand about that ?

    You cannot be an engineer and be in a cruiser an out dps an escort because engineers are not meant to do that nor are sci ships. Sorry people but get over it already, All the negativity and butthurt on the forums really is depressing.

    Even if escorts or dhc got nerfed YOU WOULD STILL FIND ESCORTS BEATING THE C**P out of other ships.

    Im a Tac, I do damage, its my job in an escort to kill you and I will. Even if you want to tie both hands behind my back I will faceroll the keyboard and still kill you.

    Instead of the witch hunt against escorts and DHC go play with multiple copies of aux 2 batt and aux 2 batt doffs and you will see what I mean.

    Even if I was a Tac in an escort with all beams I could still out dps any other ship without abusing aux 2 batt.

    Reading threads like this with each and every person with their own agenda having no interest in the advancement of the game, just their own personal agenda being fuelled by the butthurt really is very very sad.

    Its a shame the energy put into this thread is wasted when it could be better focused elsewhere. Look ouside you own immediate agenda of the " I IZ LEET UBER PWNZER" and appreciate that each ship has a role to play.

    If anything should be done then yes by all means give beams less drain and allow them to fire off quicker (it does seem to me the animation in game is not consistent with beam firing ie it is too long especially if you look at battle scense from DS9 beam weapon firing) OR give beams powers like beam rapid fire ?

    Either way it doesn't matter, escorts will use beams and still roll people unless people actually get together, and use tactics.

    If your in pvp 1 person tractors an escort, sci fires a tricobolt out its rear, leaving the rest to pick off the pieces ?

    HOW DAM HARD IS IT FOR YOU ALL TO GRASP THE BASIC FUNDAMENTALS OF THIS GAME ? THAT INCLUDES DEVELOPERS LIKE GECKO WHO ARE ALSO IINEPTLY USELESS

    sigh ...... enough this really is too depressing to read the idiocy being shown here.

    It is depressing to read so much ignorance from players like you. A gm should delete such silly posts. This does not help anyone.
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    paragon92518paragon92518 Member Posts: 268
    edited March 2013
    This thread is still going ? surprised it hasn't been locked by a mod by now.

    Simply put its not beams or cannons but the abuse of Aux 2 Batt which (when running multiple copies) can allow you to run multiple Boff powers in a short space of time.

    Also people need to grow a pair and play the game better/improve their build/fly an escort yadda yadda ya or GTFO.

    You cannot have a game where multiple classes are equal. TACS are meant to damage, what do people not understand about that ?

    You cannot be an engineer and be in a cruiser an out dps an escort because engineers are not meant to do that nor are sci ships. Sorry people but get over it already, All the negativity and butthurt on the forums really is depressing.

    Even if escorts or dhc got nerfed YOU WOULD STILL FIND ESCORTS BEATING THE C**P out of other ships.

    Im a Tac, I do damage, its my job in an escort to kill you and I will. Even if you want to tie both hands behind my back I will faceroll the keyboard and still kill you.

    Instead of the witch hunt against escorts and DHC go play with multiple copies of aux 2 batt and aux 2 batt doffs and you will see what I mean.

    Even if I was a Tac in an escort with all beams I could still out dps any other ship without abusing aux 2 batt.

    Reading threads like this with each and every person with their own agenda having no interest in the advancement of the game, just their own personal agenda being fuelled by the butthurt really is very very sad.

    Its a shame the energy put into this thread is wasted when it could be better focused elsewhere. Look ouside you own immediate agenda of the " I IZ LEET UBER PWNZER" and appreciate that each ship has a role to play.

    If anything should be done then yes by all means give beams less drain and allow them to fire off quicker (it does seem to me the animation in game is not consistent with beam firing ie it is too long especially if you look at battle scense from DS9 beam weapon firing) OR give beams powers like beam rapid fire ?

    Either way it doesn't matter, escorts will use beams and still roll people unless people actually get together, and use tactics.

    If your in pvp 1 person tractors an escort, sci fires a tricobolt out its rear, leaving the rest to pick off the pieces ?

    HOW DAM HARD IS IT FOR YOU ALL TO GRASP THE BASIC FUNDAMENTALS OF THIS GAME ? THAT INCLUDES DEVELOPERS LIKE GECKO WHO ARE ALSO IINEPTLY USELESS

    sigh ...... enough this really is too depressing to read the idiocy being shown here.

    This is 1 of the best posts ever. A little crude yes, but...Thumbs up for speaking his mind and having some ba**s to say what many players are afraid to say!
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    This thread is still going... *snip*

    Forgive the snip, but your post was rather long. And much of what you said is depressingly correct. But a lot of it was also wrong. Many of us aren't here to "make ourselves uber" as you seem to think, but we're instead here trying to figure out why one weapon is so badly gimped. And it is gimped.

    Let's take a look at your standard Beam Array. The base DPS of a standard mk X BA is around 200. It has a drain of -10 energy when fired in tandem with other weapons. It also has a 250 degree firing arc. So overall, it's not a terrible weapon. Until you take a look at every other factor. First off, BAs are hardly ever used on their own. Seeing fewer than 4 BAs on a ship just doesn't happen. In fact in many cases, you tend to see six or seven (depending on if the cruiser has the KCB).

    So one thinks, oh ok, that's 60 power drain, it's manageable. Yes and no. Even if you constantly cycle an EPtW3, you will hard cap your weapons power at 150, and you will drop to 85 or 90 every time you do a full broadside with 6 beams, 75-80 if you use 7. That's an awfully HUGE energy drain. Compared to their partners in crime, the DHC with their 12 energy drain, but MUCH SHORTER FIRING CYCLE, it just gets obscene. Comparing a standard fully cannonscort to a full BA cruiser:

    DHCx4 + Turretx2 + KCB/Another turret ~ 72 power drain.

    8 BA ~ 80 power drain.

    So it's about equal. Or is it?

    Your standard DHC at 125 weapons power will hit for ~ 1200-1500 damage (depending on consoles etc). Your standard turret at 125 weapons power will hit for ~ 500-800 damage (again depending on consoles etc). Your standard BA at 125 weapons power will hit for ~ 800-1000 damage (again dependent on consoles etc). So all things considered, two BAs vs a DHC + turret are about equal (~1600-2k vs ~ 1700-2300). UNTIL YOU BRING POWER DRAIN INTO THE EQUATION.

    For some whacked reason, it was decided that even a TINY power drain would have a severe effect on beam array damage. It's something ludicrous, like for each 10 power, the BAs damage level drops by 20%. So at 100 weapons power, each BA is hitting for ~ 200% damage, at 125 they are hitting for ~ 250% damage. However, drop them by even 20 power below 100 (like what you will see with a standard 6-7 BA broadside, 7 actually dropping it by more like 30), and suddenly you're only hitting for 140-160% damage. Which would be acceptable... except for the fact that there seems to be some kind of bug or something in the system that actually drops it to more like 125-130% damage. Which brings your average BA hit down to around 500 when your weapons power is at 75.

    Then we look at DHCs. Same system, but their damage does not appear to be as heavily affected by power levels. A DHC hitting at 100 weapons power will easily deal 200% damage, and at 125 seems to be closer to 270-280%. But drop it by the same amount, and it doesn't lose nearly as much damage as a BA.

    The lowest I have ever seen my BAs hit for is 120% damage, even fully overclocked (again, against a target with no skills using a captain with no skills, both ships had no consoles, 6 standard mk 1 WHITE BAs at 2k range, weapons power overclocked maxed at 150 (hit an EPtW3, but allowed for 15 seconds to pass so there was no damage bonus from the BOff ability, also hit an EPS transfer bonus to be sure my weapons power was as high as possible)). My weapons power at the end of that broadside was at 80-85. I then did the same thing with DHCs + turrets, fully overclocked, same conditions, everything the same, and my power level dropped to roughly the same levels. But my DHCs were still hitting for 150% damage.

    So DHCs hit a lot harder. DUH. They are supposed to, I have no illusions to otherwise. But really? Hitting THAT much harder? That seems a little off to me. But this just base white junk. Move on to full mk XII purple equipment, and the gap grows ridiculously. A mk XII purple DHC with full buffs on itself and full debuffs on a target will EASILY hit for 12-15k PER SHOT. Do the same with a BA... and you will usually only hit 5-6k per shot max. Firing arcs? Pssssh. Ships that use DHCs are so nimble that firing arcs aren't much of an issue. Range mitigation? That's the ONLY thing BAs have right now that makes them even slightly more useful than DHCs. DHCs from 10k out suffer from a ~60% damage penalty, beams only ~40%. But the DHCs hit so much harder, that seems almost a null point.

    So yes, we want better BAs. We don't want them to hit as hard as DHCs (that's just stupid), but don't want them to be as horribly weak as they are now (cuz let's face it, that's just stupid too), or if they are to be so horribly weak, at least let there be a decent reason for it.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    valoreah wrote: »
    Also need to factor in the narrower firing arc of DHCs vs BAs. BAs can maintain fire on a target longer while Escorts will need to maneuver to keep their cannons on target.
    Firing arcs? Pssssh. Ships that use DHCs are so nimble that firing arcs aren't much of an issue.

    If by maneuver you mean put engine speed at 1/4 and then turn? Then yes, they need to maneuver. And that's SUCH a hardship.

    -.-

    To steal someone's sig: Kittens are cute. Your argument is invalid.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    bareelbareel Member Posts: 3 Arc User
    edited March 2013
    sohtoh wrote: »
    I can buy that the UI doesn't update properly, however the DPS per beam also reflects (what I perceive as) extra drain.

    Projected Average DPS per Beam with 6 beams and Weapon Power overcapped to 153: 873.49
    Actual Average DPS per Beam with 6 beams and Weapon Power overcapped to 153: 393.2

    Projected Average DPS per Beam with 6 beams and Weapon Power overcapped to 168: 908.96
    Actual Average DPS per Beam with 6 beams and Weapon Power overcapped to 168: 458.74

    While I do not expect the Average DPS per Beam to actually equal the Projected, but it should be closer than what the Actual is showing.

    So I don't think this is just an observational error on my part and it does lead me to believe that there is something wrong with the drain mechanic for beams.
    adamkafei wrote: »
    I have done some stat finding (I created a spreadsheet to calculate damage and DPS of various weapons and it's fairly accurate, though incomplete) and my results are as follows

    Scenario: All weapons Mk X Common. 8 Beam arrays vs 4 DHCs, Power level: 145, Starship weapons skill: 9 + Omega rep, starship energy weapons: 9

    Beam arrays (32 shots)
    Damage: 17,742.66
    DPS: 3,458.53

    DHCs (32 shots)
    Damage: 29,532.1
    DPS: 9,844.04

    Again, not 100% accurate but it is within 100 points on any given figure.

    Any shots fired at over 125 power are counted as 125 due to how the power works in that regard all shots fired with no buffs

    It is because you are both making false assumptions about what over-capping power does, along with the rest of the community.

    I will keep it simple. Three beams, 135 power (so 10 over cap) this is how your shots will be. Beams are A, B, C, shot 1, 2, 3, 4.

    A1 @ 125
    B1 @ 115
    C1 @ 105
    Now the 10 power jumps back into the system
    A2-4 @ 115
    B2-4 @ 105
    C2-4 @ 95
    OR
    Possibility not sure
    A, B, & C 3-4 @ 95


    This is why it does nothing for DHCs. This is why it does little for cannons compared to what it does for beams. And this is why power drain is so much stronger. Power overcapping will never allow two weapons to fire at 125 power.

    But how does one test this? Over cap with various energy types and parse the results.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    bareel wrote: »
    It is because you are both making false assumptions about what over-capping power does, along with the rest of the community.

    I will keep it simple. Three beams, 135 power (so 10 over cap) this is how your shots will be. Beams are A, B, C, shot 1, 2, 3, 4.

    A1 @ 125
    B1 @ 115
    C1 @ 105
    Now the 10 power jumps back into the system
    A2-4 @ 115
    B2-4 @ 105
    C2-4 @ 95
    OR
    Possibility not sure
    A, B, & C 3-4 @ 95


    This is why it does nothing for DHCs. This is why it does little for cannons compared to what it does for beams. And this is why power drain is so much stronger. Power overcapping will never allow two weapons to fire at 125 power.

    But how does one test this? Over cap with various energy types and parse the results.

    That makes sense, so I'm not too far wrong with my figures, I will do some further testing if I can get the motivation to pick up that spreadsheet and work on it again and make any required adjustments.
    ZiOfChe.png?1
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    sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    bareel wrote: »
    It is because you are both making false assumptions about what over-capping power does, along with the rest of the community.

    I will keep it simple. Three beams, 135 power (so 10 over cap) this is how your shots will be. Beams are A, B, C, shot 1, 2, 3, 4.

    A1 @ 125
    B1 @ 115
    C1 @ 105
    Now the 10 power jumps back into the system
    A2-4 @ 115
    B2-4 @ 105
    C2-4 @ 95
    OR
    Possibility not sure
    A, B, & C 3-4 @ 95


    This is why it does nothing for DHCs. This is why it does little for cannons compared to what it does for beams. And this is why power drain is so much stronger. Power overcapping will never allow two weapons to fire at 125 power.

    But how does one test this? Over cap with various energy types and parse the results.

    Ok, did some number crunching on what you posted. That is more inline with what I am seeing. I used a 7 Beam build for comparison.

    With 7 Beams at 125 power no overcapping, I should expect an average DPS per beam to be about 587.
    With 7 Beams at 160 power with overcapping, I should expect an average DPS per beam to be about 804. This was used just for comparison.

    I was able to run two tests with 7 Beams. One with overcapping, and one without.
    Without overcapping and 7 beams I saw an average DPS per beam of 380.
    With overcapping and 7 beams I saw an average DPS per beam of 467.

    The overall encounter DPS without overcapping was 5886.21
    The overall encounter DPS with overcapping was 7721.24

    Overcapping or not, the method you posted was more accurate.

    There does appear to be some benefit with overcapping regardless.

    Further testing will be required. Will take me a few days to do so, as I work the next few days.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
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    momawmomaw Member Posts: 0 Arc User
    edited March 2013
    For some whacked reason, it was decided that even a TINY power drain would have a severe effect on beam array damage. It's something ludicrous, like for each 10 power, the BAs damage level drops by 20%.

    It's power drain duty cycles, pure and simple. Dual heavies only drain power 25% of the time so you will get cannons firing with their power drains out of sequence. You may have 4 dual heavy cannons firing "at the same time", but each one spends the majority of its time NOT draining power. Versus beams which drain power 80% of the time and where it is literally impossible to have multiple beams without stacking multiple drains on eachother.

    Though if we want to be entirely correct about this: Since I already pointed this issue out to Cryptic and they dismissed it as "working as designed", the problem isn't beams. The problem is Cryptic.
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    gralerongraleron Member Posts: 221 Arc User
    edited March 2013
    momaw wrote: »
    Since I already pointed this issue out to Cryptic and they dismissed it as "working as designed", the problem isn't beams. The problem is Cryptic.

    The question being, how to persuade Cryptic that the design isn't good?
    Vice Admiral Elaron, USS Hard Light
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    If by maneuver you mean put engine speed at 1/4 and then turn? Then yes, they need to maneuver. And that's SUCH a hardship.

    -.-

    That's sadly a function of the game engine and damage scaling. If escorts really had to do damage in passes then DHCs would have to do several times their current DPS to make up for the loss of uptime. That would move the baseline of what a ship would need to able to survive way higher than it is right now... both for PCs and NPCs... which then would push beam and torp/mine damage up as well but all that would do is bum up the extremes. Its a balancing nightmare to even think about it. Having to balance extreme spike vs sustained would become unfeasable, so instead they fudge it. DHC spike isn't as high and DHCs provide more of a constant DPS without having to rely on passes.

    Also, all that extra moving around escorts does require effort. In my engi cruiser movement isn't really a concern beyond not stopping and keeping it turning.

    Besides, when moving at 1/4 impulse escorts aren't getting much of their vaunted mobility defense are they?

    graleron wrote: »
    The question being, how to persuade Cryptic that the design isn't good?

    Easy, you don't because you can't. You'd be trying to convince them that a system isn't working as intended, which it is. Instead you need to show Cryptic that defenses have increased across the board on PCs and NPCs and even with the best weapons the current metagame calls for a little more damage than cruisers can do right now. You aren't asking for a huge change, just a small boost. It could as simple as simply giving all cruisers a little extra power to weapons if you wanted to keep to the beam drain argument.

    I think this has teh greatest chance of success since Cryptic has already seen it as a possible solution. Why else do you think the very first Rep grinds offer a beam array that costs no weapon power and a 360 weapon that procs EXTRA weapon power?
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    pointedearspointedears Member Posts: 0 Arc User
    edited March 2013
    snipped


    Thank you HereticKnight for a well constructed post. Makes a refreshing change to read a well thought out and constructive post for once. I amdit I was a little crude in the way I expressed myself so apologies but again thank you for a refreshing and well worded post.

    My point I was trying to get across is yes beams do need to be overhauled, but the answer isn't to nerf cannons and escorts as a lot of cruiser players would like.

    Im sure if every cruiser pilot was being honest, they just want to see escorts and sci ships nerfed so their ship is the "superior" ship.

    I also don't believe geckos ill thought out idea of addind consoles, warp cores etc etc is the answer either.

    Ive got my constructive hat on so heres my constructive post for the day

    1) Decrease energy drain on beams ..... decrease the drain but increase the firing rate. If you watch all battle scenes from DS9 the beam firing was short sharp and rapid. As well as decreasing energy drain I would also propose increasing damage as well. Not by much, say by an extra 10% on mk 12 and scale it down.

    Watch this video and you will see what I mean :

    http://www.youtube.com/watch?v=-trPu637dS0

    2) Add additional beam boff powers for example :

    Beam rapid fire .... targets one enemy (unlike fire at will) and allows short sharp rapid beam firing.

    Beam 360 ...... shoots a beam in one plane at say 20 degree angles and does a 360 degree around the arc of your ship. Kinda like when picard was trying to find the scimitar when it was cloaked.

    Beam scatter volley ... unlike fire at will focuses on a cone infront of you unlike fire at will which can spread the beam arc to multiple targets

    3) The distance at which beams do damage could also be adjusted as well :

    I don't have figures to hand but beam damage from what I remember increases the closer you get. So how about making that distance less ie you start doing low damage at 10 - 8 clicks, moderate damage at 8 -7 cliks, high damage at 7 - 0 clicks

    4) Incorporate some mechanism into the game that can be player trained whereby players can increase the dmg modifier. At the moment the dmg modifier is useless, however like polaron weapons speccing into flow caps, maybe dmg modifier could be improved through one of the weapon skills.

    I would rather focus on how beams could be improved than gimping other ships or weapons, because it snot the answer. I still stand by what I said. A lot of people don't know how to handle escorts due to inexperience or bad tactical and situational awareness.

    As said by a previous poster, putting escorts into the same class as sci and gimping cannons, thereby gimping tacs and escorts, as sci has been gimped, is not the answer.

    It still makes me sad that I have a 3 year old sci sitting in my character list that I cant play anymore.
    [SIGPIC][/SIGPIC]
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    momawmomaw Member Posts: 0 Arc User
    edited March 2013
    valoreah wrote: »
    Unless you're sitting still facing your target head on, DHC's will have a much shorter time on target than beams. PvP sometime. You'll find just how much you need to maneuver.

    Over 90% of people playing STO are not playing PVP. Balancing STO for the PVP minority is like stores discontinuing shampoo because bald people don't need it.
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    benovidebenovide Member Posts: 397
    edited March 2013
    I am KDF dominant. Dominantly, I use guess what? Beam Banks....

    It's not the weapons that are the issue, it's the players using them.
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    benovidebenovide Member Posts: 397
    edited March 2013
    You guys jump into a BoP, we can talk about maneuvering to engage.

    Your primary weapons are your forward weapons, I'd advice beam banks if you have a larger ship such as a cruiser, however, if you have a full line of beam arrays to the front, and to the sides, go to broadside, and you'll have DPS equal to Dual Cannons. Do the math. But I guess you guys aren't capable of doing so.
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    benovide wrote: »
    go to broadside, and you'll have DPS equal to Dual Cannons
    with the same narrow arc, but none of the agility to hold it
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    kingstonalankingstonalan Member Posts: 1 Arc User
    edited March 2013
    sad this thread is 30 pages long and devs won't even think bout adjusting beams
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    whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited March 2013
    benovide wrote: »
    You guys jump into a BoP, we can talk about maneuvering to engage.

    Your primary weapons are your forward weapons, I'd advice beam banks if you have a larger ship such as a cruiser, however, if you have a full line of beam arrays to the front, and to the sides, go to broadside, and you'll have DPS equal to Dual Cannons. Do the math. But I guess you guys aren't capable of doing so.

    Actually even with a full broadside, the energy drain of the weapons ensures that the DHC volley will more than out-damage the beam arrays. The energy loss of 8 (or even six) ba's combines with the low dps value of ba's to make a mediocre attack vs 4 dhc and 2 turrets.

    A dbb setup on most (Fed) cruisers is only marginally effective because its so easy to get out of the front arc of the poor turning and speed of the behemoths.
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    benovidebenovide Member Posts: 397
    edited March 2013
    with the same narrow arc, but none of the agility to hold it

    Buddy, if my Vu'Qov CARRIER can keep to broadside on even a BoP, and you can't, nothing can help you even if they buffed everything they could.
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    benovidebenovide Member Posts: 397
    edited March 2013
    Actually even with a full broadside, the energy drain of the weapons ensures that the DHC volley will more than out-damage the beam arrays. The energy loss of 8 (or even six) ba's combines with the low dps value of ba's to make a mediocre attack vs 4 dhc and 2 turrets.

    A dbb setup on most (Fed) cruisers is only marginally effective because its so easy to get out of the front arc of the poor turning and speed of the behemoths.

    Funny, last I checked my power levels never go below 80 going full to broadside. I have a full set of heavy phased polaron cannons fed side, Klingon side I have full sets of phased polaron beam arrays.

    No difference at all in engagements on damage dealt, only thing that changes is the method to cause said damage. Nothing more.

    If a player is using an energy drain debuff, use an energy buff. put points into warp core, etc. It's not difficult to figure out.
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