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An idea for weapon abilities

krodhkrodh Member Posts: 45 Arc User
Just a few thoughts I had; tell me if you think they're good. Basically, complementing the space energy weapon abilities with new versions. Also, all the numbers are placeholders, and can be changed.

1) Beam Overload -> Beam Focus: puts all available beams into Beam Focus Mode for 10 seconds. If a target is acquired, the beam begins channelling damage at the target for 15 seconds. For each second a beam is focussed on the target, the target takes an additional 11.67% damage per second from the attack. So, by the last second, the target takes 275% damage per second (this converts to an average of 200% damage per second over the 15 seconds). If the target is lost/deselected, then the ability is cancelled. Cooldown is 30 seconds.

2) Beam Fire At Will -> Beam Pulse Matrix: akin to Donatra's attack from the Khitomer STF, this ability immediately begins charging up any available beam arrays/banks over a period of 5 seconds, then blasts a sizeable area in front of the ship, dealing 200% damage. This ability does not require a target, as all enemies in the arc are affected. This means that a broadsiding sci/cruiser can effectively deal a giant PBAOE burst. Cooldown is 15 seconds, and depletes all weapon energy.

3) Cannon Rapid Fire -> Cannon Bombardment: puts all available cannons into Cannon Bombardment mode for 10 seconds. If a target is acquired, then the cannon fires 5 cannon volleys over a period of 4 seconds, each of which deal 40% the damage of a standard cannon volley. This effectively the same as a single cannon volley that deal 200% damage. Cooldown is 15 seconds.

4) Cannon Scatter Volley -> Cannon Blast Assault: puts all available cannons into Cannon Blast Assault mode for 10 seconds. If a target is acquired, all available cannons are synchronised into firing a single giant volley at the target enemy and all enemies near the target. If a single cannon fires, then Cannon Blast Assault mode is cancelled. The fired volley deals 200% damage to enemy targets. However, the force of the attack deals 20% of its damage to firing vessel's hull as kinetic damage (critical hits do not affect, and brace for impact and other kinetic resistance can reduce the damage). Cooldown is 15 seconds, and disables the cannons that fired for 10 seconds.



So, what do you think? :)
Post edited by krodh on

Comments

  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    I think the only one that doesn't wind up doing less damage than basic attacks is Beam Focus, and maybe Cannon Bombardment. For the rest, the shutdown periods or drains are too large relative to the damage bonus.
  • canisanubiscanisanubis Member Posts: 187 Arc User
    edited June 2013
    1) I don't think many people are going to use a 15 second channel attack. The game as coded is ruled by burst damage, because it's pretty trivial to turn a new shield, get a shield or hull heal, or move out of firing arc.

    2) So you do no damage for 5 seconds while the targets gets out of the way, at which point you do no damage. No sale.

    3) How is this not just wildly overpowered? CRF III does 50% more damage than a regular firing cycle, this would double that bonus, with no downside whatever, on top of having a short cooldown.

    4) This one is just confusing, and if anything, even more overpowered than #3. It's basically a AOE beam overload that fires all bearing cannons instead of just one beam. Sure, you can't fire the offending weapons for the next 10 seconds, but given that DHCs come carrying a pretty long cooldown, the net loss in firing is still a net GAIN in total damage output, abetted by the fact that your target (and anyone in their immediate vicinity) is likely DEAD.

    Really, there's enough different weapon-based BOFF abilities right now. Single target? Use CRF, THY or BO. Multi-target? Use CSV, TS, or BFaW. Adding more convolution and complexity to the weapon abilities won't make the game any better, just less intuitive.
  • krodhkrodh Member Posts: 45 Arc User
    edited June 2013
    I think the only one that doesn't wind up doing less damage than basic attacks is Beam Focus, and maybe Cannon Bombardment. For the rest, the shutdown periods or drains are too large relative to the damage bonus.
    1) I don't think many people are going to use a 15 second channel attack. The game as coded is ruled by burst damage, because it's pretty trivial to turn a new shield, get a shield or hull heal, or move out of firing arc.

    2) So you do no damage for 5 seconds while the targets gets out of the way, at which point you do no damage. No sale.

    3) How is this not just wildly overpowered? CRF III does 50% more damage than a regular firing cycle, this would double that bonus, with no downside whatever, on top of having a short cooldown.

    4) This one is just confusing, and if anything, even more overpowered than #3. It's basically a AOE beam overload that fires all bearing cannons instead of just one beam. Sure, you can't fire the offending weapons for the next 10 seconds, but given that DHCs come carrying a pretty long cooldown, the net loss in firing is still a net GAIN in total damage output, abetted by the fact that your target (and anyone in their immediate vicinity) is likely DEAD.

    Really, there's enough different weapon-based BOFF abilities right now. Single target? Use CRF, THY or BO. Multi-target? Use CSV, TS, or BFaW. Adding more convolution and complexity to the weapon abilities won't make the game any better, just less intuitive.

    Both of you have commented on the numbers I put up.
    krodh wrote: »
    Just a few thoughts I had; tell me if you think they're good. Basically, complementing the space energy weapon abilities with new versions. Also, all the numbers are placeholders, and can be changed.

    I know the numbers aren't balanced. That's not the point. What do you think about the CONCEPT.

    Thank you. :)
  • krodhkrodh Member Posts: 45 Arc User
    edited June 2013
    1) I don't think many people are going to use a 15 second channel attack. The game as coded is ruled by burst damage, because it's pretty trivial to turn a new shield, get a shield or hull heal, or move out of firing arc.

    There are situations, especially in STFs, when sustained high DPS might be better than burst. This ability is for that.
    2) So you do no damage for 5 seconds while the targets gets out of the way, at which point you do no damage. No sale.

    As I said, the numbers can be changed, but having a huge AOE and damage potential would seem to counter the downside of firing downtime.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2013
    krodh wrote: »
    1) Beam Overload -> Beam Focus: puts all available beams into Beam Focus Mode for 10 seconds. If a target is acquired, the beam begins channelling damage at the target for 15 seconds. For each second a beam is focussed on the target, the target takes an additional 11.67% damage per second from the attack. So, by the last second, the target takes 275% damage per second (this converts to an average of 200% damage per second over the 15 seconds). If the target is lost/deselected, then the ability is cancelled. Cooldown is 30 seconds.

    Personally I think beam overload should remain the same but apply to all beams at once, with a couple of seconds cooldown caused on each weapon for engineering reasons
    2) Beam Fire At Will -> Beam Pulse Matrix: akin to Donatra's attack from the Khitomer STF, this ability immediately begins charging up any available beam arrays/banks over a period of 5 seconds, then blasts a sizeable area in front of the ship, dealing 200% damage. This ability does not require a target, as all enemies in the arc are affected. This means that a broadsiding sci/cruiser can effectively deal a giant PBAOE burst. Cooldown is 15 seconds, and depletes all weapon energy.

    3) Cannon Rapid Fire -> Cannon Bombardment: puts all available cannons into Cannon Bombardment mode for 10 seconds. If a target is acquired, then the cannon fires 5 cannon volleys over a period of 4 seconds, each of which deal 40% the damage of a standard cannon volley. This effectively the same as a single cannon volley that deal 200% damage. Cooldown is 15 seconds.

    4) Cannon Scatter Volley -> Cannon Blast Assault: puts all available cannons into Cannon Blast Assault mode for 10 seconds. If a target is acquired, all available cannons are synchronised into firing a single giant volley at the target enemy and all enemies near the target. If a single cannon fires, then Cannon Blast Assault mode is cancelled. The fired volley deals 200% damage to enemy targets. However, the force of the attack deals 20% of its damage to firing vessel's hull as kinetic damage (critical hits do not affect, and brace for impact and other kinetic resistance can reduce the damage). Cooldown is 15 seconds, and disables the cannons that fired for 10 seconds.



    So, what do you think? :)

    Other than the one I commented on I feel they are fine as they exist in game, nice ideas though
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