You aren't listening to what he is saying. If your entire team is cloaked there is no ideal time to go in because the enemy team will be cycling defensive buffs while keeping damage buffs, counters, and "get out of jail free cards" at the ready. You go in one at a time, and you instantly die. You go in two at a time like you're suggesting you instantly die two at a time. You go in all at once and you'll probably get some kills, but for every kill you'll tally up two deaths.
You can think of it like rock paper scissors. A full cloak alpha team has little chance against a proper FAW ball. On the other hand, a team loaded up with enough healing to keep up with FAW ball type damage will always beat it assuming that the FAW ball has completely sacrificed burst damage in order to maximize DPS. A full decloak alpha team can be very good against such a heal heavy team because despite theoretically having enough healing to counter the alpha it is difficult to do so quickly enough -- even if the reflexes are there you still have to deal with activation time and UI lag. Lastly, it will be easier for cloakers to escape from a heal focused team than one focused on damage.
The moral of the story is that completely lopsided team comps tend to have weaknesses. The key is to find the proper balance.
Agree there, I played in a premade pug queue, we had 4 Faws and myself a recluse healer the team had 5 faws. We won 15-14 but the key points is a full of FAW's does some serious damage and heals do make a difference. Although if that team entered against some pugs, they would annilihate them 15-0
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Anyways, I've presented my case, you can always counter it. That's easy to do, since there are counters to everything in this game (other than the most truly OP TRIBBLE like TIF).
I agree with this, just pointing out that a full decloak alpha team is not a proper counter to a FAW ball. It's the other way around
I agree with this, just pointing out that a full decloak alpha team is not a proper counter to a FAW ball. It's the other way around
Indeed.
The Faw ball is pretty much the perfect cloak counter... if you get detected. You are pretty much dead before you realize it.
If you don't all go in at once you can't absorb the dps...
Even on TS its hard to have everyone decloak at exactly the same time. Someone almost always looses half there hull before the decloaking teams guns are even on target.
I agree though Premade meta wise... there is often a point counter point.
Just seems at the moment there really aren't any reliable (Team) counters to faw teams... There is only really one counter that can work that is massive healing.
The sci counters like fbp don't work in general as a faw ball isn't going to take enough dmg from targets they don't have targeted. The stray beams hitting a FBP sci ship isn't going to kill a faw boat. Scrambles... can be effective at contoling some of the dmg... however again its spreading the dmg to the other team but only at most half of it. Both of those skills in general reduce skills that can be used to gain kills... or keep a team alive.
In the end hard sci ship counters don't get the job done.
Anyway I'm not even sure what we are arguing anymore so I am going to back off.
Like most other people I see weapon power over capping as the real issue. There are far to many ways to push weapon power up and negate the drain mechanics.
I have always said what the game needs is the OLD drain mechanic back... and a hard cap on power overcapping in the 140-150 range.
I am hearing low magnitude aux healing again... and I am laughing again... I am not talking about healing teams here... I am talking about poping your hazards off every 25s at 125 aux ... wth would you not be doing it exactly that way.
Do you really feel squishy in your aux to bat crusiers Dont ? I doubt you do.
oh of course not, my AtB boats always are heavily focused on survivability, at the expense of peek DPS. ive always got EPtS3 with ET1, HE2 and TSS1, and RSP if theres room. with how often i can use all these, and the high res levels, i dont take a ton of damage at once, most the time. as long as it comes piecemeal, i can out tank it every time. especially from other FAW boats, with their gradual damage. there is still the lack of spiky healing when the aux batt is cooling down. non AtB cruisers are much better at handling that, and all other types of damage. i could never take for more then a minute the kind of focus required to kill any of the talented recluse users or renim.
I would agree with you if Bort was to admit he made a mistake moving aux to bat off of the ETPx global.
Moving it to the aux to sif global instead... has destroyed what ever balance there was in the build.
It is allowing people to keep things like EPTW 3 up 100% of the time on there super a2b pve builds... and its allowing them to keep epts up on there pvp builds.
They should have to choose like we did before. (previously you could keep one EPTx at global... but not 2)
Before the change a2b was a niche build that could work in pvp with a ton of support.
Now its the standard PvE build... and lets face it a pretty standard PvP build as well.
Of course it can be countered... double tap was possible to counter as well... The point is the window of counter doesn't really fit the magnitude of the buff.
Honestly, having Aux to Batt on a shared cd with EPtX never made much sense to me, and still doesn't.
Aux to ID and Aux to SIF had their own shared cooldown. Batteries on another. Meanwhile Aux to Batt was on Batteries (I believe, but don't remember correctly at times) and EPtX. Some people (and I tried finding the relevant posts, but couldn't) felt that Aux to Batt should share a cooldown with the other Aux to X abilities.
If Aux to Batt was to be put back on a shared cooldown with EPtX abilities, because of the power bonus; then the argument could be made that anything that grants a temporary boost in power should also be put on the same shared cooldown. These would include: EPtX, Ship Batteries, Red Matter Capacitor, Enhanced Power Manifold, and Aux to Batt. That is 5 Engineering Boff abilities, 1 Universal Console, and 5 ship devices that would all be on the same shared cooldown. EPS Power Transfer was excluded as it is a Captain ability and no Captain ability shared a cooldown with anything else. This could very well be the reason that Aux to Batt was removed from a shared cooldown from EPtX abilities and Batteries. It could have been a preventive measure.
On an interesting sidenote. While I was searching for the previous relevant posts, I came across a post by you basically predicting something like this would happen with Aux to Batt.
As far as overcapping goes, I need to rerun some tests at Starbase 234 to be able to see if there has been a change to how much overcapping helps beam damage. Six months ago, when I ran the tests, the cutoff was around 140-145.
While I have no way of testing it, I have an idea why DEM is granting an extra tick in the parsers. When FAW is used, the Beam fires 5 shots instead of 4. It could be that DEM is coded for 4 shots and counts the 5th as another firing of the Beam weapon thereby applying additional bonus damage.
"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."
oh of course not, my AtB boats always are heavily focused on survivability, at the expense of peek DPS. ive always got EPtS3 with ET1, HE2 and TSS1, and RSP if theres room. with how often i can use all these, and the high res levels, i dont take a ton of damage at once, most the time. as long as it comes piecemeal, i can out tank it every time. especially from other FAW boats, with their gradual damage. there is still the lack of spiky healing when the aux batt is cooling down. non AtB cruisers are much better at handling that, and all other types of damage. i could never take for more then a minute the kind of focus required to kill any of the talented recluse users or renim.
Oh don't disagree at all.
Best healers probaly don't want to be using a2b...
For the rest of the cruisers though I would argue that its a bit over powered myself.
DPS cruiser gets way to much out of A2B... and your right if your a smart PvP player you don't give up all your defense... what you keep gets double up times.
I would rather they fix the tech doffs... and balance cruisers with the new auras.
If the old power drain mechanic was the mechanic again... the weapon drain aura would be enough imo to make dps cruiser a viable but not over powered option... having everything at global I dont' think is the way to go balance wise.
AtB builds are not the best tanks. FAR from it. about half of their survivability comes from their offense, keeping the other guy defensive, not their ability to out heal incoming damage. thats what tanking is here, keeping ahead of incoming damage by healing. sure, they can put up a nearly uncompromised defense at first, but aux batts have a long cooldown, your only gonna get 1 really strong HE and TSS. .
Lately a lot of a2b builds have been maxing eps skills and using and eps or dil mine power transfer console or 2, it makes shifting power to aux almost instant so only takes a second or 2 to heal at full power and switch back to weapons, barely any dps loss. They are so overcapped now you might not even see weapon power dip much when shifting everything to aux. An unfortunate side effect of the overcapping.
PvP blows right now but I'm not worried. If Cryptic isn't going to look at Tech Doff's, I have a feeling people are going to just get bored of FAW builds as it is so prevalent right now that I've actually been in quite a few matches recently where both teams, whether FvK or FvF, were nothing but FAW boats and hardly anyone dies, the match drags on for well over 40 minutes to an hour and if people don't just flat-out quit by that time, the score is so close that it could've gone either way.
What exactly is the point if you can just sit there and macro everything to your space bar and not even have to target anything? It's like STF's but with more smack talk.
Note the one highlighted.
That was a FAW spam ship using all the tricks.
Note how its higher than his whole team combined. Higher than our whole team combined, 3 of which were tac escorts, you know, the ships that are supposed to dish damage?!
Funny how a cruiser does more than everyone else on a team put together but there is nothing wrong with it.
Its completely gone crazy now, escorts struggle to do what they are designed to do, just incase you dont understand what that is Beammedown, its damage, they have narrow firing arcs but high damage, thats kinda the point. Whereas a cruiser has bigger arcs so less damage, or at least thats what it was.
Hell, why dont we just go back to those beamscorts of old and do the same thing as cruisers. See how long it takes for them to start QQing about 'Escorts are OP with beams' even though they are no more powerful than a lot of the more tactical cruisers.
Well note that that ship had 0 deaths, yet was killing people left and right (I know not the 14 number, but in game he was attributed to over 3/4 of the kills).
That was a beam ship. Hot dam, the escorts didnt actually get a look in.
Our team in fairness wasnt very coherent, however, there was a very good player on our side who couldnt make headway himself.
Oh the fact also that as soon as you dropped within 10k, your shields were vaped instantly, ship gone in 3 seconds flat.
If you know anything, you will know that the OMG OP CRAZY Tac escorts have 2 major issues, one is they have no firepower behind, and two, the cannons are very inneffective at more than 4.5-5km. So again with this new increase, it shows the imbalance further, the only downside the cruiser has is its turn, but hey, who cares when you have near 360 degree firing arc with the same knock down power as a narrow firing arc cannon.
lol ok drama queen..... look at the kills on that screen shot he posted. It would seem that faw cruiser accounted for at least 4-6 of those kills solo. lol
I have built some of the highest dps escorts in the game... My FAW a2b cruiser would eat any of them....
We are now back to the days where only one escort is not only needed on a team... but wanted on a team.
Don't bring more then one unless you like to loose cause your teams 2-3 healers will not be able to support more then one.
I am all about boosting cruisers... no beam down I am not an escort jock... I am a STO player... and I have mulitple cruiser / sci and escort toons.
Cruisers needed a boost yes... but the current faw mechanics in combo with the current drain mechanics... along with the new Cruiser power aura and other power drain mechanic negating gear. Have all added up to gone to far.
Yes I am glad I can complete STFs in a cruiser now... and we have a place for DPS cruisers again... fantastic. I don't think the answer was to give them 4x the raw dps of everyone else though. lol
Note the one highlighted.
That was a FAW spam ship using all the tricks.
Note how its higher than his whole team combined. Higher than our whole team combined, 3 of which were tac escorts, you know, the ships that are supposed to dish damage?!
Funny how a cruiser does more than everyone else on a team put together but there is nothing wrong with it.
Its completely gone crazy now, escorts struggle to do what they are designed to do, just incase you dont understand what that is Beammedown, its damage, they have narrow firing arcs but high damage, thats kinda the point. Whereas a cruiser has bigger arcs so less damage, or at least thats what it was.
Hell, why dont we just go back to those beamscorts of old and do the same thing as cruisers. See how long it takes for them to start QQing about 'Escorts are OP with beams' even though they are no more powerful than a lot of the more tactical cruisers.
What captain was it in the FAW spam ship btw? The way I always saw the game was that tactical captains get the most weapon damage, engineering captains get the most survivability and science captains the devs were drunk when they made so they have a bit of everything. They then bring that to the ship and each ship has a different way of performing.
I also always thought the game was designed in order to let someone go all out damage dealing in all 3 ships and be able to accomplish something with escorts being the spikers, cruisers being the steady DPSers and science...again drunk. Joking, they needed to weaken targets to get their damage up or had AoE damage capable of hitting trully silly numbers if used right.
I mean isn't this why EWP, DEM, Aceton beam have damage components? Isn't this why each class of abilities have both defensive and offensive abilities usually offensive is higher tier?
At the moment you get "know your role" and to be honest whatever the game is now I do not think the intention was for all captains and all ships to have very rigid roles.
Should a FAW+DEM A2B ship be getting this silly level damage? I dunno, I think they do too much damage, certainly it's making PvE very stale. On the other hand we all know how harsh the nerf hammer is and whatever grievances I have with it this has certainly shaken things up and I don't want us to go back to the days of tacscort/sciscort and then sci healer and the engineer is crying back at ESD because no-one wants them.
Believe me I am getting sick of seeing beta spam even if I am using it, that's more or less what PvE has degenerated into. The more beta, the better, collect 980 dilithium when you pass STF in 2 mins. The game has been getting stale and that is even more of a killer than powercreep or toxic players.
Im not sure if Im allowed to mention the players name, he was in a good fleet though and is obviously a good player, I assume he was tac with that sort of output, but still, its a silly amount of output from something running on pressure damage rather than raw DPS which is what escorts are.
Im Remembering him using Rommy plasma which will account for some of the damage (plasma burn etc), but still, its silly high and could remove shields faster than any sci strip boat or tac spiker.
Spooky I was the second highest on our team for damage and also got the only kill in that match.
I have built some of the highest dps escorts in the game... My FAW a2b cruiser would eat any of them....
this has just about always been the case. a tac cruiser should beat an escort in a 1v1, still, spike in a team seting is still what gets kills. unless its 5 FAW boats anyway.
We are now back to the days where only one escort is not only needed on a team... but wanted on a team.
Don't bring more then one unless you like to loose cause your teams 2-3 healers will not be able to support more then one.
I am all about boosting cruisers... no beam down I am not an escort jock... I am a STO player... and I have mulitple cruiser / sci and escort toons.
Cruisers needed a boost yes... but the current faw mechanics in combo with the current drain mechanics... along with the new Cruiser power aura and other power drain mechanic negating gear. Have all added up to gone to far.
Yes I am glad I can complete STFs in a cruiser now... and we have a place for DPS cruisers again... fantastic. I don't think the answer was to give them 4x the raw dps of everyone else though. lol
the problem right now is that when theres 2+ targets to hit, faw actually fires 2 different beams per shot. each beam array actually deals 10 sets of damage per cycle with FAW on. FAW domination, especially 5 team FAW domination would be over if that second shot, every shot, was done away with. that would make faw a pretty terrible offensive skill, your intended target would take dramatically less damage when ever you used it. there just needs to be a beam rapid fire skill, im tired of this aoe TRIBBLE that is so exploitable, causes all deploy able torps mines and fighters to have a near 0 value, blows up the scoreboard so much, and causes so much drama.
the problem right now is that when theres 2+ targets to hit, faw actually fires 2 different beams per shot. each beam array actually deals 10 sets of damage per cycle with FAW on. FAW domination, especially 5 team FAW domination would be over if that second shot, every shot, was done away with. that would make faw a pretty terrible offensive skill, your intended target would take dramatically less damage when ever you used it. there just needs to be a beam rapid fire skill, im tired of this aoe TRIBBLE that is so exploitable, causes all deploy able torps mines and fighters to have a near 0 value, blows up the scoreboard so much, and causes so much drama.
I agree with you there... faw being useless wouldn't help anything...
Something I proposed awhile back....
Remove the idea of Cannon and Beam skills... and just have Energy Wepaon skills.
Rapid Fire... Works on either... even if they are mixed... meaning you could run turrets and beams ect and have them all work with the same buff.
Remove Fire at will completely....
Scatter Volley.... Works with both cannons and beams... and uses the scatter (I am pretty sure its 90 degree) arc off the current target. (removing the possibility to be firing with no target... and keeping the idea of a spam clear multi target skill)
Overload... Yes allow any energy wepaon to be overloaded. Why not... DHC don't really do that much more dmg then a dual beam bank... and the range penalties would mean overloading with a cannon anyone over 5k would be a bad idea.
It's not just cruisers, either. When I see Jem Bugs and Risian Corvettes running a FAW build, I just /facepalm.
Ya thats just it the current drain mechanics don't just help cruisers... that's sort of the sad part.
I threw beams on my bug just to have a laugh.. and ya 3mil in dmg 15 kills no deaths later... I decided I wouldn't fuel the stupidity. lol
The only thing that makes it not viable for Premading... is the other team will have just as much faw dmg... so you have to bring something that can be healed easier.
Escorts now should do nothing but super spike... double tap with out the double....
one per team thats it.
Everyone else faw it up... including the healers... cause there is no reason to not have 130 aux power for healing ... and 150 weapon power at the same time anymore.
Honestly where back to the days when no one but those with a team behind them would be dumb enough to bring a escort to a fight. Your going to get fawed and dead in no time with out a cruiser extending you.
Comments
it would be interesting to see u flying a WW2 jet
Quote of the week:
Agree there, I played in a premade pug queue, we had 4 Faws and myself a recluse healer the team had 5 faws. We won 15-14 but the key points is a full of FAW's does some serious damage and heals do make a difference. Although if that team entered against some pugs, they would annilihate them 15-0
- Gohan (House of Beautiful /Sad Pandas)
I agree with this, just pointing out that a full decloak alpha team is not a proper counter to a FAW ball. It's the other way around
That's a very good point. lol
I'll do some updates tonight. Promise. haha
Indeed.
The Faw ball is pretty much the perfect cloak counter... if you get detected. You are pretty much dead before you realize it.
If you don't all go in at once you can't absorb the dps...
Even on TS its hard to have everyone decloak at exactly the same time. Someone almost always looses half there hull before the decloaking teams guns are even on target.
I agree though Premade meta wise... there is often a point counter point.
Just seems at the moment there really aren't any reliable (Team) counters to faw teams... There is only really one counter that can work that is massive healing.
The sci counters like fbp don't work in general as a faw ball isn't going to take enough dmg from targets they don't have targeted. The stray beams hitting a FBP sci ship isn't going to kill a faw boat. Scrambles... can be effective at contoling some of the dmg... however again its spreading the dmg to the other team but only at most half of it. Both of those skills in general reduce skills that can be used to gain kills... or keep a team alive.
In the end hard sci ship counters don't get the job done.
Anyway I'm not even sure what we are arguing anymore so I am going to back off.
Like most other people I see weapon power over capping as the real issue. There are far to many ways to push weapon power up and negate the drain mechanics.
I have always said what the game needs is the OLD drain mechanic back... and a hard cap on power overcapping in the 140-150 range.
oh of course not, my AtB boats always are heavily focused on survivability, at the expense of peek DPS. ive always got EPtS3 with ET1, HE2 and TSS1, and RSP if theres room. with how often i can use all these, and the high res levels, i dont take a ton of damage at once, most the time. as long as it comes piecemeal, i can out tank it every time. especially from other FAW boats, with their gradual damage. there is still the lack of spiky healing when the aux batt is cooling down. non AtB cruisers are much better at handling that, and all other types of damage. i could never take for more then a minute the kind of focus required to kill any of the talented recluse users or renim.
Honestly, having Aux to Batt on a shared cd with EPtX never made much sense to me, and still doesn't.
Aux to ID and Aux to SIF had their own shared cooldown. Batteries on another. Meanwhile Aux to Batt was on Batteries (I believe, but don't remember correctly at times) and EPtX. Some people (and I tried finding the relevant posts, but couldn't) felt that Aux to Batt should share a cooldown with the other Aux to X abilities.
If Aux to Batt was to be put back on a shared cooldown with EPtX abilities, because of the power bonus; then the argument could be made that anything that grants a temporary boost in power should also be put on the same shared cooldown. These would include: EPtX, Ship Batteries, Red Matter Capacitor, Enhanced Power Manifold, and Aux to Batt. That is 5 Engineering Boff abilities, 1 Universal Console, and 5 ship devices that would all be on the same shared cooldown. EPS Power Transfer was excluded as it is a Captain ability and no Captain ability shared a cooldown with anything else. This could very well be the reason that Aux to Batt was removed from a shared cooldown from EPtX abilities and Batteries. It could have been a preventive measure.
On an interesting sidenote. While I was searching for the previous relevant posts, I came across a post by you basically predicting something like this would happen with Aux to Batt.
As far as overcapping goes, I need to rerun some tests at Starbase 234 to be able to see if there has been a change to how much overcapping helps beam damage. Six months ago, when I ran the tests, the cutoff was around 140-145.
While I have no way of testing it, I have an idea why DEM is granting an extra tick in the parsers. When FAW is used, the Beam fires 5 shots instead of 4. It could be that DEM is coded for 4 shots and counts the 5th as another firing of the Beam weapon thereby applying additional bonus damage.
Oh don't disagree at all.
Best healers probaly don't want to be using a2b...
For the rest of the cruisers though I would argue that its a bit over powered myself.
DPS cruiser gets way to much out of A2B... and your right if your a smart PvP player you don't give up all your defense... what you keep gets double up times.
I would rather they fix the tech doffs... and balance cruisers with the new auras.
If the old power drain mechanic was the mechanic again... the weapon drain aura would be enough imo to make dps cruiser a viable but not over powered option... having everything at global I dont' think is the way to go balance wise.
Worse still are the comboed up teams. lol
Aux to Bat running DSSV.... oh my that is evil. Just saying.
Hah just hit me up in there Simoncritz
Quote of the week:
That is not what has happened however. The cumalitive change to cruisers has in fact really done the opposite.
Lately a lot of a2b builds have been maxing eps skills and using and eps or dil mine power transfer console or 2, it makes shifting power to aux almost instant so only takes a second or 2 to heal at full power and switch back to weapons, barely any dps loss. They are so overcapped now you might not even see weapon power dip much when shifting everything to aux. An unfortunate side effect of the overcapping.
What exactly is the point if you can just sit there and macro everything to your space bar and not even have to target anything? It's like STF's but with more smack talk.
Note the one highlighted.
That was a FAW spam ship using all the tricks.
Note how its higher than his whole team combined. Higher than our whole team combined, 3 of which were tac escorts, you know, the ships that are supposed to dish damage?!
Funny how a cruiser does more than everyone else on a team put together but there is nothing wrong with it.
Its completely gone crazy now, escorts struggle to do what they are designed to do, just incase you dont understand what that is Beammedown, its damage, they have narrow firing arcs but high damage, thats kinda the point. Whereas a cruiser has bigger arcs so less damage, or at least thats what it was.
Hell, why dont we just go back to those beamscorts of old and do the same thing as cruisers. See how long it takes for them to start QQing about 'Escorts are OP with beams' even though they are no more powerful than a lot of the more tactical cruisers.
That was a beam ship. Hot dam, the escorts didnt actually get a look in.
Our team in fairness wasnt very coherent, however, there was a very good player on our side who couldnt make headway himself.
Oh the fact also that as soon as you dropped within 10k, your shields were vaped instantly, ship gone in 3 seconds flat.
If you know anything, you will know that the OMG OP CRAZY Tac escorts have 2 major issues, one is they have no firepower behind, and two, the cannons are very inneffective at more than 4.5-5km. So again with this new increase, it shows the imbalance further, the only downside the cruiser has is its turn, but hey, who cares when you have near 360 degree firing arc with the same knock down power as a narrow firing arc cannon.
I have built some of the highest dps escorts in the game... My FAW a2b cruiser would eat any of them....
We are now back to the days where only one escort is not only needed on a team... but wanted on a team.
Don't bring more then one unless you like to loose cause your teams 2-3 healers will not be able to support more then one.
I am all about boosting cruisers... no beam down I am not an escort jock... I am a STO player... and I have mulitple cruiser / sci and escort toons.
Cruisers needed a boost yes... but the current faw mechanics in combo with the current drain mechanics... along with the new Cruiser power aura and other power drain mechanic negating gear. Have all added up to gone to far.
Yes I am glad I can complete STFs in a cruiser now... and we have a place for DPS cruisers again... fantastic. I don't think the answer was to give them 4x the raw dps of everyone else though. lol
What captain was it in the FAW spam ship btw? The way I always saw the game was that tactical captains get the most weapon damage, engineering captains get the most survivability and science captains the devs were drunk when they made so they have a bit of everything. They then bring that to the ship and each ship has a different way of performing.
I also always thought the game was designed in order to let someone go all out damage dealing in all 3 ships and be able to accomplish something with escorts being the spikers, cruisers being the steady DPSers and science...again drunk. Joking, they needed to weaken targets to get their damage up or had AoE damage capable of hitting trully silly numbers if used right.
I mean isn't this why EWP, DEM, Aceton beam have damage components? Isn't this why each class of abilities have both defensive and offensive abilities usually offensive is higher tier?
At the moment you get "know your role" and to be honest whatever the game is now I do not think the intention was for all captains and all ships to have very rigid roles.
Should a FAW+DEM A2B ship be getting this silly level damage? I dunno, I think they do too much damage, certainly it's making PvE very stale. On the other hand we all know how harsh the nerf hammer is and whatever grievances I have with it this has certainly shaken things up and I don't want us to go back to the days of tacscort/sciscort and then sci healer and the engineer is crying back at ESD because no-one wants them.
Believe me I am getting sick of seeing beta spam even if I am using it, that's more or less what PvE has degenerated into. The more beta, the better, collect 980 dilithium when you pass STF in 2 mins. The game has been getting stale and that is even more of a killer than powercreep or toxic players.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Im Remembering him using Rommy plasma which will account for some of the damage (plasma burn etc), but still, its silly high and could remove shields faster than any sci strip boat or tac spiker.
Spooky I was the second highest on our team for damage and also got the only kill in that match.
this has just about always been the case. a tac cruiser should beat an escort in a 1v1, still, spike in a team seting is still what gets kills. unless its 5 FAW boats anyway.
the problem right now is that when theres 2+ targets to hit, faw actually fires 2 different beams per shot. each beam array actually deals 10 sets of damage per cycle with FAW on. FAW domination, especially 5 team FAW domination would be over if that second shot, every shot, was done away with. that would make faw a pretty terrible offensive skill, your intended target would take dramatically less damage when ever you used it. there just needs to be a beam rapid fire skill, im tired of this aoe TRIBBLE that is so exploitable, causes all deploy able torps mines and fighters to have a near 0 value, blows up the scoreboard so much, and causes so much drama.
I agree with you there... faw being useless wouldn't help anything...
Something I proposed awhile back....
Remove the idea of Cannon and Beam skills... and just have Energy Wepaon skills.
Rapid Fire... Works on either... even if they are mixed... meaning you could run turrets and beams ect and have them all work with the same buff.
Remove Fire at will completely....
Scatter Volley.... Works with both cannons and beams... and uses the scatter (I am pretty sure its 90 degree) arc off the current target. (removing the possibility to be firing with no target... and keeping the idea of a spam clear multi target skill)
Overload... Yes allow any energy wepaon to be overloaded. Why not... DHC don't really do that much more dmg then a dual beam bank... and the range penalties would mean overloading with a cannon anyone over 5k would be a bad idea.
Ya thats just it the current drain mechanics don't just help cruisers... that's sort of the sad part.
I threw beams on my bug just to have a laugh.. and ya 3mil in dmg 15 kills no deaths later... I decided I wouldn't fuel the stupidity. lol
The only thing that makes it not viable for Premading... is the other team will have just as much faw dmg... so you have to bring something that can be healed easier.
Escorts now should do nothing but super spike... double tap with out the double....
one per team thats it.
Everyone else faw it up... including the healers... cause there is no reason to not have 130 aux power for healing ... and 150 weapon power at the same time anymore.
Honestly where back to the days when no one but those with a team behind them would be dumb enough to bring a escort to a fight. Your going to get fawed and dead in no time with out a cruiser extending you.