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projectile weapons vs energy weapons... possible change to help cruisers?

threat21threat21 Member Posts: 300
so geko mentioned on a recent podcast about making some changes for ships to bring some usefulness for cruisers, mostly surrounding armor plating and such... but it got me thinking. When you look at any of the Starfleet ships (I don't mean andorian or atrox etc) all of them have projectile ports on them, from the TOS Connie to the Oddy. So why not separate weapon slots on ships for projectile and energy weapons?

So lets take the t5 galaxy for example. As it stands, it has 4/4 weapon slots. For a ship that big, it obviously is capable of a lot of energy output. Canon wise, we all know the galaxy class has a butt ton of phaser banks and forward and rear torpedo launchers. So what i'm suggesting is not to dedicate a portion of the slots for projectiles but instead adding to the existing ones. I was thinking maybe 4 or 5 energy weapon slots and 2 projectile slots forward and the same rear.

In the case of escorts, being smaller ships leave the same number of total slots but maybe use 3 energy and 1 universal forward and 2 energy and 1 universal aft. I know some folks like to use more than 1 projectile type weapon aft, like mines or what not... I dunno i'm just tossing this out there off the top of my head.

My thought process on this is mostly centered around threat generation for cruisers. We all know escorts put out massive damage and as it stands right now, even with embassy consoles, most cruisers have an extremely difficult time pulling and holding threat (though im sure some escort captains have skill in threat control for pvp and that surly doesn't help much =p) This would allow for more damage potential and hopefully push them over that threshold that will help them to serve in their primary role.

Anyway, just my 2 cents on this subject.
Post edited by threat21 on

Comments

  • grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited May 2013
    threat21 wrote: »
    so gecko mentioned on a recent podcast about making some changes for ships to bring some usefulness for cruisers, mostly surrounding armor plating and such... but it got me thinking. When you look at any of the Starfleet ships (I don't mean andorian or atrox etc) all of them have projectile ports on them, from the TOS Connie to the Oddy. So why not separate weapon slots on ships for projectile and energy weapons?....
    So what you are talking about is having Cryptic implement a somewhat drastic change to the code base and combat logic to implement this. With Season 8 just around the corner, followed by the Tholian expansion, where will Cryptic find the time to do this?
  • threat21threat21 Member Posts: 300
    edited May 2013
    So what you are talking about is having Cryptic implement a somewhat drastic change to the code base and combat logic to implement this. With Season 8 just around the corner, followed by the Tholian expansion, where will Cryptic find the time to do this?

    they like using time travel a lot in their missions /shrug. seriously though, the same way they implement any change I guess? Sorry I didn't come up with a project plan for that. didn't realize that was required to make a suggestion, i'll know better next time.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited May 2013
    It seems to limit customization too much to me.

    I'd actually be more interested in seeing projectile weapons paired with passive bonuses for equipping them because their damage output is so erratic.

    I realize it probably runs counter to what the OCD completionist would like because it makes little direct sense but I'd think, for game balance reasons, it would make some sense to me if turnrate and hull/shield bonuses could be tied to number of projectiles used.

    This could maybe be accomplished indirectly by giving weapons subsystem bonuses attached to them.

    DHCs would get none. Single cannons might get some. Beams get more. Projectiles and mines would get more still.
  • threat21threat21 Member Posts: 300
    edited May 2013
    I dunno that it would necessarily limit customization. A lot of escort captains use all energy weapons on their ships, some use a single torp launchers etc. In the case of cruisers, most are using beam boats. So while keeping the same number of beams, they get to tack on a couple of extra torp launchers. Since torps aren't effected by weapon power level, they would get an overall increase of their base dps while escorts would be relatively unaffected. I'm sure there are exceptions, hell on one of my toons, I have 3 quantum launchers forward on an escort.

    Anyway, geco asked for suggestions to help bring out the cruisers, I made one =p
  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    It might be interesting to make torpedoes much more powerful, but also consumable, and give ships a torpedo magazine consistent with their size. So yeah: Your little Defiant *has* a quantum torpedo launcher, but you might only have 10 weapons in your magazine, while a Sovereign might have 40.

    But really your first challenge is to convince Cryptic that big ships are not merely cheerleaders.
  • doomiciledoomicile Member Posts: 3 Arc User
    edited May 2013
    Cruisers just need a boost in stats or passive defense bonuses. Or a passive damage boost to either Beams and/or Torpedoes that are exclusive to Cruisers.

    Boosting damage to any weapon type or defense to any console type will only serve to make Escorts that much more OP.
    [SIGPIC][/SIGPIC]
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited May 2013
    momaw wrote: »
    It might be interesting to make torpedoes much more powerful, but also consumable, and give ships a torpedo magazine consistent with their size. So yeah: Your little Defiant *has* a quantum torpedo launcher, but you might only have 10 weapons in your magazine, while a Sovereign might have 40.

    But really your first challenge is to convince Cryptic that big ships are not merely cheerleaders.

    something along the lines of how the omega torp is with its magazine?
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited May 2013
    you know cruisers(if you have a galor, fleet assault cruiser or fleet Fleet Tor'Kaht) can do almost as much damage as escorts in pve, the only thing is, in order to make a cruiser capable of doing decent damage, you need WAAAAAAY more money to throw at it to spec it right, where on an escort all you need is put cannons on the damn thing and point at the closest enemy.

    thats probably the issue, cruisers are the favorite ships in the game, they should be the easiest ship to spec on, but instead is the escorts, and thats the whole issue.

    doesn't exactly help that most fed cruisers are downright inferior to KDF cruisers(with the exception of the excelsior, regent and odyssey).

    personally i think cryptic needs to make cruisers more newbie friendly thats all.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited May 2013
    would love to see a function similar to sci vessels that have target subsystem for cruisers...only more oriented towards the use of torpedos...THY1 and TS1 as a build in ability for cruisers.
    Go pro or go home
  • kasandarokasandaro Member Posts: 198 Arc User
    edited May 2013
    The problem with just increasing the number of beams on any cruiser fast becomes diminishing returns on broadsides when more than six beams are firing (unless you're overcharging with NI or EPS). To get around that requires reworking beam drain values and/or giving cruisers an innate Nadion Inversion effect.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited May 2013
    Dual torpedo launchers :o and reduce the kinetic resistance of shield to be scaled with shield hps. The more a shield facing is damaged, the less it protects against torpedoes.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited May 2013
    I've considered the idea before - even breaking down slots to beams or cannons, torpedos or mines. However, I've concluded that would only be a detriment to the ship flexibility we have at the moment. The game would become severely cookie-cutter, a lot of people would be upset, and it would likely send a lot of ships into disuse.

    Personally, I am really, really liking the 'paladin aura' idea for cruisers. When the idea was first brought up on the podcast, I immediately thought of how useful it would be on my Bortas. Other players seem to naturally gravitate towards it and follow it around, it would be awesome if they'd get a bonus/incentive for actually... well.. escorting that beastly siege-engine. My dedicated support character would absolutely love it for their Corsair as well - hopefully it would encourage people to stop running out their healing range.
  • aspheasphe Member Posts: 0 Arc User
    edited May 2013
    So it's like the 'Subsystem Targeting' that some sci-vessels get.

    Say, 'Fleet Targeting Assist' or similar. Perhaps one ability for increasing defence and another for increasing accuracy. A 15% boost to each, if you are within 1km, diminishing effects as you get further away. Have such abilities share a global CD/etc. Kinda negates sci-captain's Sensor Scan ability though.

    I'd prefer to just have 5/5 weapon slots. Or even 5/4 will do. Just leave the energy level as is so captains have to choose between a higher energy level per weapon or more weapons/etc. The other benefit for Cryptic is that players will need more weapons and perhaps they might spend dilithium or even zen to get them.

    Next. Sci-vessels to get 4/4 weapon slots.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited May 2013
    momaw wrote: »

    But really your first challenge is to convince Cryptic that big ships are not merely cheerleaders.

    Nah! Your first challenge is to get cruiser captains to L2P so they ahve an idea of where their ship's abilities really are and how to best get the output they want.

    That or convince Cryptic to make cruisers less tanky and more shooty.
  • thlaylierahthlaylierah Member Posts: 2,985 Arc User
    edited May 2013
    I read all these improvement threads as, "I prefer this type of ship so can we possibly give it these extra advantages so I can beat all the other classes without having to work on the build?"
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited May 2013
    I read all these improvement threads as, "I prefer this type of ship so can we possibly give it these extra advantages so I can beat all the other classes without having to work on the build?"

    to be fair, this is already true for escorts lol, easiest ship to use by far.
  • threat21threat21 Member Posts: 300
    edited May 2013
    I read all these improvement threads as, "I prefer this type of ship so can we possibly give it these extra advantages so I can beat all the other classes without having to work on the build?"

    Honestly, the devs have acknowledged there's a huge imbalance between cruisers and well everything else and they're scratching their heads and asking us to help come up with ideas to help solve the problem. This isn't about trying to beat 'other classes' as you so elegantly put it, its about remaining competitive and doing the job that they were intended from day 1.

    *edit
    and for the record, I fly escorts on most of my toons with the exception of one toon that im using a jem dread on. I would love to see cruisers hop into a stf and be the meat shield instead of seeing threat bouncing all over the place.
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited May 2013
    threat21 wrote: »
    and for the record, I fly escorts on most of my toons with the exception of one toon that im using a jem dread on. I would love to see cruisers hop into a stf and be the meat shield instead of seeing threat bouncing all over the place.

    this is already possible through, all you need is a few points in threat control(hell i can keep aggro on my engie with just 3).
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited May 2013
    I read all these improvement threads as, "I prefer this type of ship so can we possibly give it these extra advantages so I can beat all the other classes without having to work on the build?"

    Lol Escort online.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • lianthelialianthelia Member Posts: 7,866 Arc User
    edited May 2013
    So what you are talking about is having Cryptic implement a somewhat drastic change to the code base and combat logic to implement this. With Season 8 just around the corner, followed by the Tholian expansion, where will Cryptic find the time to do this?

    "scratches head" What is this Tholian Expansion you speak of?

    Like I said months ago I think torps should do a bit more shield damage I mean you never heard Picard hold the Photon torpedos till the shields were down, Sisko didn't keep the Defiant from firing her Quantums till in punched through the shields of those pesky little JHAS"

    So what are torps only like pesky little mosquito bites to shields, especially when energy weapons have full effect on both shields and hull.
    Can't have a honest conversation because of a white knight with power
  • rvlion79rvlion79 Member Posts: 0 Arc User
    edited May 2013
    threat21 wrote: »
    *edit
    and for the record, I fly escorts on most of my toons with the exception of one toon that im using a jem dread on. I would love to see cruisers hop into a stf and be the meat shield instead of seeing threat bouncing all over the place.
    so you are saying that Donatra always shoots her big gun and smaller guns at my Fleet Negh'Var because she really thinks I am cute? And not because I hit her hard? :(
  • levdarkenlevdarken Member Posts: 1 Arc User
    edited May 2013
    Bring back the weapon hardpoints of the SFC days!!! Actually... SFC3. Those were the good old days.
    [SIGPIC][/SIGPIC]
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