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weapon type balance

byzanathosbyzanathos Member Posts: 100 Arc User
i'm guessing this has come up before but now i'm pretty experienced with ships and after trying many different setups one thing that I think may help weapon balance is maybe adjusting the power drain a bit more for weapon types

Currently
HDC = -12
DC = -10
DBB = -10
CAN = -10
BA = -10
TU = -8

I think Balance would be a little better if there was a bit more variance in energy drain.

maybe?

HDC = -13
DC = -11
DBB = -10
CAN = 9.5
BA = -9
TU = -7

Basically a slight nerf to DC's and DHC's and a slight boost to BA's and Turrets, makes sense to me and maybe with testing could be adjusted a bit more. It should end up a fairly minor change but that's all that is really needed.

currently the energy drain on turrets is -8 and DHC's is -12, so 50% more but the damage difference seems VAST

I don't think he arc differences alone are enough to be the balancing factor
Post edited by byzanathos on

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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2013
    I can see your logic but Bitemepwe had a rather more effective idea of making weapons drain per shot while maintaining the cycle based return which would increase overall Beam weapon damage by I reckon about 50-60%, this would maintain a beam array's 10 power drain per cycle but cost 2.5 power per shot, while a fairly major buff to beam weapons cannon weapons wouldn't see very much at all by way of their minor buff.

    I would also suggest that DCs should have their arc widened to 90 degrees to make them more synergistic with DBBs and more a more practical substitute for those slow turning dual cannon users for example the Galaxy or Subadmiral Warbirds.
    ZiOfChe.png?1
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited June 2013
    The numbers are misleading. For example, -12 from each of 4 DHCs will drain less power over sustained fire than -10 from each of 4 Beam Arrays. This is due to the firing cycles of the weapons.
    EnYn9p9.jpg
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    longasclongasc Member Posts: 490
    edited June 2013
    The suggestions by adamkafei and Bitemepwe are very much like yours but going further and I like them.

    Why? Beam Arrays and many other weapon types as well as general game balance ("Escorts Online") really ask for more love for the weapons used by cruisers.

    I also don't like how DCs lost all reason to exist when you compare them to DHC (for those who still think they "proc" more often: nope).


    Ah well, but what shall I say? It's up to Cryptic to do something against this.
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    aarons9aarons9 Member Posts: 961
    edited June 2013
    i kind of like the idea of DCs having a 90 arc to be more like DBB..

    right now there is no reason to use DCs..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2013
    byzanathos wrote: »
    i'm guessing this has come up before but now i'm pretty experienced with ships and after trying many different setups one thing that I think may help weapon balance is maybe adjusting the power drain a bit more for weapon types

    Currently
    HDC = -12
    DC = -10
    DBB = -10
    CAN = -10
    BA = -10
    TU = -8

    I think Balance would be a little better if there was a bit more variance in energy drain.

    maybe?

    HDC = -13
    DC = -11
    DBB = -10
    CAN = 9.5
    BA = -9
    TU = -7

    Basically a slight nerf to DC's and DHC's and a slight boost to BA's and Turrets, makes sense to me and maybe with testing could be adjusted a bit more. It should end up a fairly minor change but that's all that is really needed.

    currently the energy drain on turrets is -8 and DHC's is -12, so 50% more but the damage difference seems VAST

    I don't think he arc differences alone are enough to be the balancing factor

    Personally IMO beam arrays should not have a 4 shot cycle before recharge, that in itself hurts power levels.

    Also the stronger the weapon, the more it should drain

    DHC=18-20
    DC=15
    DBB=12
    Can=10
    BA=8
    Tur=6

    Most people argue that BA's 225* arc is what makes up for the lack of dps, but in turn the energy consumption is horrible do to a 4 shot cycle than lengthy recycle compared to cannons. Than throw on top of it the fact it costs almost as much as a DHC, and being one of the only viable weapons for cruisers is a major kick in the pants for space whales. I mean come on not only can an escort out dps and out maneuver a space whale, but it also has better power management and damage by using cannons. That TRIBBLE about oh well cannons have a small firing arc is a load of TRIBBLE when escorts can turn quickly enough to eliminate that concept. I'm not asking the weapons themselves be nerfed or even the ships we fly, just consider the horrible disadvantage you force cruiser captains to have to deal with. Hell you might even see more cruiser sales if you consider a bit of change to how they mitigate dmg or power drain from those dumb BA's!!!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    byzanathosbyzanathos Member Posts: 100 Arc User
    edited June 2013
    cheers for the constructive replies.

    I wonder if there is an argument for mixing things up a bit more

    DC's get a 60 deg arc? would make a lot of sense.

    or what about the other weapons types getting an innate bonus similar to the DHC's CritD bonus?

    like cannons getting a 1% CritH bonus, turrets get a 5% ACC bonus and so on.

    maybe give DBB's a slightly higher chance to proc weapon type effects, from 2.5% to 3-3.5%

    does seem like it needs a subtle re balance. Also just mix things up a bit, open up options.
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