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Single Beam Bank

maarkeanmaarkean Member Posts: 116 Arc User
I would like to see a weapon system added to the game: a Single Beam Bank. Almost as powerful as Dual Beam Bank, the SBB as the same narrow fire arc but is one beam instead of two.

Many ships canonically fire a single powerful beam forward (such as the D'Deridex, Vorcha, Jem'Hadar fighter). Equipping the Beam Array is not as powerful and the wide firing arc makes the weapon look weird.
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  • captpeacemakercaptpeacemaker Member Posts: 230 Arc User
    edited April 2013
    so basically, you are seeking a 'beam cannon'?

    like Phase Cannons from Enterprise?
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited April 2013
    I think it could be done. Call it a large cannon or beam? I have saw some shows where they look like they fired a large beam. Or I could be wrong?
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  • theonerussian762theonerussian762 Member Posts: 4 Arc User
    edited April 2013
    Large 8eams would 8e nice, they could fire less often, 8ut do more damage per hit the dual 8eam 8anks.
  • telbasta7386telbasta7386 Member Posts: 761 Arc User
    edited April 2013
    Interesting suggestion. I would think it'd end up being like the heavy cannons - slower rate of fire, one beam animation instead of two, and higher damage per shot. Would work great in conjunction with beam overload attacks.
  • lianthelialianthelia Member Posts: 7,896 Arc User
    edited April 2013
    As much as people want it to be this game isn't going to be like the show. In the show most ships even some ships that are escorts used beams.

    Would be easier just simply asking for them to change dual beams to heavy beams instead of bending backwards to add a new weapon that isn't really any different from another other than just a visual change.
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2013
    I would really prefer it if this game looked more like the shows though. :(
  • malakhglitchmalakhglitch Member Posts: 55 Arc User
    edited April 2013
    I would really prefer it if this game looked more like the shows though. :(

    Amen to that!
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  • squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    I would really prefer it if this game looked more like the shows though. :(

    I imagine the solution to this would be, ultimately, if the weapons were not unique and the ship hardpoint determines the type of fire, rather than the type of weapon.

    I think a heavy-hitting, slow-firing energy weapon on the Defiant should end up as a cannon emplacement, and on a cruiser, a beam.

    I'm not sure how to manage this technologically, but it would look more like the shows...
  • maarkeanmaarkean Member Posts: 116 Arc User
    edited April 2013
    One thing Geko mentioned in an interview was the desire to add more itemization into the game. This would help with that.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited April 2013
    I would like to see it with a refire rate of 8 seconds and a damage total scaled up to compensate. Im thinking it should have a special mecanic when used with beam abilities in the same way that some torpedos are enhanced differantly by high yeild.

    Beam Fire at will would remain single target and just increase refire rate? Beam overload could have its multiplyer reduced to compensate for the higher initial damage value but fire twice and peirce through multiple targets. Subsystem targeting could have a longer duration or effect.
  • guilli88guilli88 Member Posts: 0 Arc User
    edited April 2013
    While we're at it, allow us to "disable visuals" for beams arrays. So we can choose how many beams we see. It a bit lame seeing 7 beams fire all around...


    I'd disable the visuals of all beams except one on the front and one on the rear of my ship. It'd look a lot better.

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  • gaalomgaalom Member Posts: 531 Arc User
    edited April 2013
    Two problems with cruisers right now. The first is that not all bridge officer abilities can be bought by using that one npc. At launch the system was built around that, so this limits people when they choose a cruiser, unless they are a Engineer. The second is as others have pointed out in this thread the cruiser is nothing like star trek. To get max damage you have to do full broadside attacks. I can not recall one star trek show, where a entire star trek armada turned full broadside before an attack an opened fire. Your suggestion would be great maybe for science ships or even a escort with beam over load 2, but It does not solve the problem in my point of view.

    Maybe something more simple meaning massive increase on cruisers forward shields, and while only forward weapons are activated, those weapons receive a 50 percent increase in damage, but as soon as aft weapons are activated there damage is reduced to normal. Most of the time when a cruiser is about to go boom, not all the time, but most of the time its from rear attacks or attacks on the Nacelle. Just a thought. It would still make cruisers vulnerable to attacks by other ships on the rear and right/left side of the ship.

    Then again you can disregard my post if your talking purely visual.
  • abaddon653abaddon653 Member Posts: 1,144 Arc User
    edited April 2013
    I like this idea. I am a cannon man, energy or projectile it doesn't really matter, nothing gets the blood pumping more then the dakka, dakka, dakka.

    However I do like beams on a ship in the form of a single, forward mounted mega death ray and this idea certainly fits the bill.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    maarkean wrote: »
    I would like to see a weapon system added to the game: a Single Beam Bank. Almost as powerful as Dual Beam Bank, the SBB as the same narrow fire arc but is one beam instead of two.

    Many ships canonically fire a single powerful beam forward (such as the D'Deridex, Vorcha, Jem'Hadar fighter). Equipping the Beam Array is not as powerful and the wide firing arc makes the weapon look weird.

    Almost sounds like a Beam Array using Beam Overload. ;)

    Or maybe there could be something like a Linked Beam Array that connects the firepower of the other beam arrays on the forward or rear weapon arcs that could either allow for a long duration beam attack (similar to the Vesta's) or multiple powerful short beam bursts that we saw the Enterprise D do on TNG several times.

    Then they could create charge animations for Federation ships with array strips.
    maarkean wrote: »
    One thing Geko mentioned in an interview was the desire to add more itemization into the game. This would help with that.

    If that's the case, wonder why they never made WoK Gattling Phasers? :confused:

    Could see it be like a cross between beams and canons. Where they are beam attacks, but have the faster rate of fire and range limitations of canons.

    This could add to the possibility of Beam turrets that allow some ships to be more competitive with escorts without loading up turrets.



    And there are other weapons they could add. Like
    • TOS Phaser Proximity blasts
    • Energy Beam Phasers (weapons that could be use to transfer energy)
    • Photon Pulse Energy Beam
    • Powerful Red Disruptors Beams Klingon D7s used in DS9
    • Heavy Blast Disruptor Canon Fire (Canon Overload).
    • Lasers (yes, Lasers)
    And there are a tons more opportunity that Cryptic really yet to touch on.
  • squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    gaalom wrote: »
    Maybe something more simple meaning massive increase on cruisers forward shields, and while only forward weapons are activated, those weapons receive a 50 percent increase in damage, but as soon as aft weapons are activated there damage is reduced to normal. Most of the time when a cruiser is about to go boom, not all the time, but most of the time its from rear attacks or attacks on the Nacelle. Just a thought. It would still make cruisers vulnerable to attacks by other ships on the rear and right/left side of the ship.

    Then again you can disregard my post if your talking purely visual.

    I wonder if a solution to this problem doesn't lie in how weapons drain weapons energy. What if instead of being left to a 'fixed' level of weapons energy drained per weapon, each weapon would drain as much energy as you let it, up to a maximum of the number of slots available for that type? You could then decide if you want refire rate of multiple weapons or single-firing weapons. This would obviously benefit beams (which could be mounted fore and aft), albeit with some commensurate tactical disadvantages which the player would have to be careful of.

    For example:

    Cruiser:
    Fore: Beam/D, Beam/D, Beam/A, Torpedo
    Aft: Beam/D, Beam/D, Beam/D Beam/D

    In this configuration, all beams "D" are deactivated, and beam "A" is activated. Beam A does 7x as much damage and drains 70 weapons power per shot. However, Beam A can only target the forward 250' arc, and only refires as fast as a single beam: in essence, it concentrates all beam firepower on the ship.

    Basically, any ship should be able to pump all of its firepower for a single weapons type through a single weapons battery. This would provide a useful flexibility to cruisers and science ships that they currently lack while not actually changing the damage paradigm much. Just expanding tactical options.

    It would also make ships "look" more like ST ships do on screen, if the players want it: they fire one or two beams at once, no more.
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2013
    squishkin wrote: »
    I wonder if a solution to this problem doesn't lie in how weapons drain weapons energy. What if instead of being left to a 'fixed' level of weapons energy drained per weapon, each weapon would drain as much energy as you let it, up to a maximum of the number of slots available for that type? You could then decide if you want refire rate of multiple weapons or single-firing weapons. This would obviously benefit beams (which could be mounted fore and aft), albeit with some commensurate tactical disadvantages which the player would have to be careful of.

    For example:

    Cruiser:
    Fore: Beam/D, Beam/D, Beam/A, Torpedo
    Aft: Beam/D, Beam/D, Beam/D Beam/D

    In this configuration, all beams "D" are deactivated, and beam "A" is activated. Beam A does 7x as much damage and drains 70 weapons power per shot. However, Beam A can only target the forward 250' arc, and only refires as fast as a single beam: in essence, it concentrates all beam firepower on the ship.

    Basically, any ship should be able to pump all of its firepower for a single weapons type through a single weapons battery. This would provide a useful flexibility to cruisers and science ships that they currently lack while not actually changing the damage paradigm much. Just expanding tactical options.

    It would also make ships "look" more like ST ships do on screen, if the players want it: they fire one or two beams at once, no more.

    The ability to assign firing modes would be nice too.

    Be able to fire in volley mode (each weapon fires 1 shot at the same time)
    Salvo (each weapon fires once in sucession)
    Ripple (each weapon fires it full load in sucession)
    Full release (each weapon fires as soon as its able)
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited April 2013
    Changing Beam firing cycles to single long shot would mess with Crit chances/damage and proc rates.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited April 2013
    squishkin wrote: »
    I imagine the solution to this would be, ultimately, if the weapons were not unique and the ship hardpoint determines the type of fire, rather than the type of weapon.

    I think a heavy-hitting, slow-firing energy weapon on the Defiant should end up as a cannon emplacement, and on a cruiser, a beam.

    I'm not sure how to manage this technologically, but it would look more like the shows...

    I'd personally like a setup similar to what Starfleet Command 3 had, but with the same weapon variety (different types with associated criticals, modifiers, etc). Having hardpoints with arc restrictions would be an interesting twist. Cruisers would finally gain an advantage, since the smaller escort-level ships are mostly oriented to the front.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Heavy beam array ! 1-2 hits instead 4, higher base dmg, same dps, a little reduced arc, forward only, cruiser only ! :P

    Make it so !
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  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited April 2013
    praxi5 wrote: »
    Changing Beam firing cycles to single long shot would mess with Crit chances/damage and proc rates.

    Uhhh, kinetic cutting beam ring a bell? :P
    I'd personally like a setup similar to what Starfleet Command 3 had, but with the same weapon variety (different types with associated criticals, modifiers, etc). Having hardpoints with arc restrictions would be an interesting twist. Cruisers would finally gain an advantage, since the smaller escort-level ships are mostly oriented to the front.

    This! So much this! Arc restrictions AND what squishkin said about weapons power! :D

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  • maarkeanmaarkean Member Posts: 116 Arc User
    edited April 2013
    My original intention for such a weapon revolved primary around the firing arc. I want to shoot a single beam forward and only forward that fires frequently (at least as often as a DBB). Damage should be between Beam Array and DBB.

    But most important is limited arc so that it's possible for Galors, D'Deridex's. Bugships, Andorian ship, Vorcha etc all at least have the option for a weapon that looks like the screen version. A Beam that fires and then doesn't rotate to fire out of the front at a funky angle when you turn.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited April 2013
    But most important is limited arc so that it's possible for Galors, D'Deridex's. Bugships, Andorian ship, Vorcha etc all at least have the option for a weapon that looks like the screen version. A Beam that fires and then doesn't rotate to fire out of the front at a funky angle when you turn.

    They might be able to do that with making a visual change to the ships.

    If you mount any DBB onto a Galor-Class for example, they will always fire as a single beam from the main deflector/big central phaser emitter.
  • lianthelialianthelia Member Posts: 7,896 Arc User
    edited April 2013
    I still think it would be easier just changing the Dual Beams to a Heavy Beam. Making all of these new types of weapons and messing with all kinds of systems just so people can get a aesthetically pleasing look isn't worth all of the potential bugs that could pop up.
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  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited April 2013
    uploaded a screenshot for you of the galor:

    http://i.imgur.com/O9gOISs.jpg

    firing a Disruptor-DDB. The upper one is BO, the lower one regular fire.
  • maarkeanmaarkean Member Posts: 116 Arc User
    edited April 2013
    Interesting, so on the Galor at least, a Dual Beam Bank just fires a single beam. Do other ships do that? The Vorcha didn't last time I used a DBB on it. Pretty sure the Andorian ship doesn't.
  • lianthelialianthelia Member Posts: 7,896 Arc User
    edited April 2013
    maarkean wrote: »
    Interesting, so on the Galor at least, a Dual Beam Bank just fires a single beam. Do other ships do that? The Vorcha didn't last time I used a DBB on it. Pretty sure the Andorian ship doesn't.

    I wouldn't say that is a single beam, the two beams are likely very close together. Plus I don't think there are any ships in the game which have dual beams so close.
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  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited April 2013
    I always wanted the STO ships to have the same amount of Beam banks and Torp launchers that the actual Cannon ships have. Like the Miranda has 6 DBB and 4 Topr launchers and 2 Phase cannons. A Connie has 7 DBB and 4 ventral Beam arrays and 4 Torp launchers. And A Sovereign has 14 beam arrays and 6 Torp launchers. I wonder why they didnt build the STO ships to match what the ships had on screen.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited April 2013
    Pretty sure the Andorian ship doesn't.

    The Andorian ship has recoiling wing cannons, though, which looks pretty cool. I really hope some of the BoPs will get that treatment. :)
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    I always wanted the STO ships to have the same amount of Beam banks and Torp launchers that the actual Cannon ships have. Like the Miranda has 6 DBB and 4 Topr launchers and 2 Phase cannons. A Connie has 7 DBB and 4 ventral Beam arrays and 4 Torp launchers. And A Sovereign has 14 beam arrays and 6 Torp launchers. I wonder why they didnt build the STO ships to match what the ships had on screen.

    Not entirely sure, but think this might have to do with game balance as well as server memory space. (More weapons on a ship per player = less memory).
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