This thing seems to be designed to once again stick it to those of us who drive Science Vessels. I mean really, what can we do with it with only three forward weapon slots.
I can't use it as a beam weapon, it doesn't have the arc. Doesn't do the dps of a dual beam bank or cannons if I'm flying a Vesta. I could replace a torpedo launcher with it, but then why the frack would I need the set torpedo launcher? I'd place it in the bank rank, but again, it's not a turret so unless I have my assets pointed at a target it's worthless, and if I'm dual banking, it becomes again a worthless set piece.
Even in an escort taking this thing would seriously kill my dps, removing either a dhc or a torpedo and getting less out of it.
So what can we do with it in it's current configuration and make it worthwhile. I may be missing something, but I just don't get it.
My suggestion is, make it a friggin 360 degree weapon. Leave all the other stats alone. It'll be a slightly more powerful turret I get that, but with all the Kinetic Beams in the game, this experimental weapon doesn't even come close to comparing with a Kinetic Beam
I thought it was, glancing over the stats at first, but when I saw the arc....
This is a very build-breaking weapon, if you want the set bonuses (which, by the way, are absolutely useless without this particular part of this set and those specific BOff abilities). And for such build-breaking mastery, it isn't even that great a payoff.
Console + Torp? set bonus is useless. What's up with that? It's like they're trying to break builds.
Haven't tested it so I can't say too much about it. I do think it's kind of off that the 2 piece bonus is useless without this (need to add something that bonuses torp as well).
As far as science vessels go, there are single cannon builds for those, dual cannon builds, regardless of ship, are somewhat screwed for set weapons. That said, the downside of cannon builds on science vessels is the loss of the use of your innates; does this weapon allow the use of Beam Target X Subsystem?
can we see the info on it yet? I dont want to go on tribble for awhile until true testing....though i will go on if its truely worthwhile to go on before hand.
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
Haven't tested it so I can't say too much about it. I do think it's kind of off that the 2 piece bonus is useless without this (need to add something that bonuses torp as well).
As far as science vessels go, there are single cannon builds for those, dual cannon builds, regardless of ship, are somewhat screwed for set weapons. That said, the downside of cannon builds on science vessels is the loss of the use of your innates; does this weapon allow the use of Beam Target X Subsystem?
There are cannon builds yes, but the dps isn't a cannon, it's kind of the dps between a turret and a beam weapon. So placing it in a cannon build, regardless of ship, is even worse.
If it had the dps of a dual beam bank, I'd have no problems with it. DPS of a single cannon, while not my favorite build, I could do something with it. This thing isn't either.
I was hoping this weapon would give me something useful to do with the annoying third Tac ensign slot on a fleet Defiant. If the damage is as low as people are saying, I guess my favourite ship will stay mothballed.
If they made it a 360-degree turret with turret-level damage, it'd probably be more popular. As it is, I'll save my marks.
There are cannon builds yes, but the dps isn't a cannon, it's kind of the dps between a turret and a beam weapon. So placing it in a cannon build, regardless of ship, is even worse.
Ah, I see.
If that's the case, damage and arc really should be brought in line. To be honest, though, with no consoles able to buff it, the damage should probably be a bit higher than other weapons in that arc.
Actually there are consoles that buff it. The voth repu tac consoles all have a 15% proton boost.
However even with the 2.5% acc boost from them and the additional 15% boost to other weapon types. It is still not worth the investment.
I will post screenshots of its stats later today if noone else gets to it. Looking at the tooltip I am not impressed, looks like a very weak weapon that is not effected by any damage increasing consoles except the ones from the rep, and the ones from the rep are all weak in every other way.
Unless I am missing something this is going to be one of those weapons in pve that that signals to everyone that you don't know how to build a ship.
I would really like to hear from someone on the design team to wonder what they were thinking. This would really shed some light on how this thing was designed to be used.
First off I enjoy the ******** about the set not being useable by specific builds. Because every weapons set previous has been tailor made to work with all builds right?
Second cool photon damage and crit boost. Is the set torp a photon?
This seems like a reasonable thing to use on a cruiser.
it looks like the phasers form the WoK so it looks awesome on a RP connie refit or miranda lol
Yeah, the operating words being "looks awesome" and "RP". With the 4 weapon slots of a Constitution there is absolutely no viable build possible, and as long as they allow Geko to choose which ships he makes we won't even get an Exeter or Excalibur with more.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Base dps-wise it's actually on par with the KCB (about 9% better raw numbers-wise based on the tooltip value). Not being killed by shields will be a definite plus. What remains to be seen is how the +proton damage from the uni console is calculated (final value versus additive console bonus).
Yes, the inability to mount it aft is going to be a problem, but I can see this having a place in beam builds going for the extra crit as they'll still be able to broadside and keep all weapons on target. The capacity to use FAW with it on the 2-piece bonus seems to reinforce that notion. And the crit proc...yeesh if that's a per tic thing this has the capacity to be a little bit nuts (napkin math puts this thing as having a base crit chance of around 30% or so before any of the new tac consoles enter the equation.)
First off I enjoy the ******** about the set not being useable by specific builds. Because every weapons set previous has been tailor made to work with all builds right?
Second cool photon damage and crit boost. Is the set torp a photon?
This seems like a reasonable thing to use on a cruiser.
Yes the torp is a photon. It has a 33% chance to generate a weak short lived GW effect. Spread has the chance on the first torp for each target, HY makes a destructable torp that does 14k or so dmg and has a 100% chance of making the GW like effect.
Visual on the effect is same as trico but with red rings instead of white.
Base dps-wise it's actually on par with the KCB (about 9% better raw numbers-wise based on the tooltip value). Not being killed by shields will be a definite plus. What remains to be seen is how the +proton damage from the uni console is calculated (final value versus additive console bonus).
Except the KCB is a 360? weapon, while this one is only 180?. You can replace a turret by the KCB, and still shooting like a turret, while you can't with this gun.
It seems tailor made for cruisers, that will be able to broadside with it. However, the photon damage increase is lost (photon torp aren't broadside weapons).
In the end, you either use it on a cruiser, and broaside, making the photon torp damage increase useless. Or you use it to replace a DHC/beam bank, but I don't think the photon damage bonus will make it for the DPS loss.
IE you have a useless weapon, or a useless bonus.
And the crit proc...yeesh if that's a per tic thing this has the capacity to be a little bit nuts (napkin math puts this thing as having a base crit chance of around 30% or so before any of the new tac consoles enter the equation.)
This. The Experimental Proton Weapon comes with four weapons mods of which three are [critH]. Combined with the set this weapon has a +9% critH chance. Add in your character's/BOff's critH chance, plus universal consoles, plus new tactical consoles, plus (eventual) tactical powers this thing has a tremendous chance to achieve a constant streak of critical hits. Furthermore each critical hit has a 50% chance to add additional shieldbypassing proton damage.
While additional tests may be required, I don't think we should yet dismiss this weapon's capabilities.
Except the KCB is a 360? weapon, while this one is only 180?. You can replace a turret by the KCB, and still shooting like a turret, while you can't with this gun.
It seems tailor made for cruisers, that will be able to broadside with it. However, the photon damage increase is lost (photon torp aren't broadside weapons).
In the end, you either use it on a cruiser, and broaside, making the photon torp damage increase useless. Or you use it to replace a DHC/beam bank, but I don't think the photon damage bonus will make it for the DPS loss.
IE you have a useless weapon, or a useless bonus.
A couple of things...
1) the KCB's primary draw is OWA, not its damage output. Thanks to kinetic damage versus shields, quite often it's doing effectively no damage. Proton damage doesn't have that problem.
2) Photon damage isn't the only perk from the two-piece set bonus. 3% across the board CritH is nothing to sneeze at, especially from a weapon that can make use of FAW.
3) It remains to be seen whether the on-crit procs are per tick or per salvo (given that stock AP's bonus is per tick I have to speculate this will be as well, though I don't want to jump to conclusions). If per tick, ships gaining near to or upwards of 10% base crit from S8 gear is going to skew the equation quite a bit.
I'm not going to sit here and argue that this thing will be directly dishing out the level of hurt as a fully boosted fleet/mkXII weapon. Being unable to synergize with tac consoles effectively rules that out. But there is quite realistically the possibility (especially on highly geared ships) that it'll do exactly the same thing that the KCB did: make every other weapon you're carrying better to more than make up the difference in raw DPS lost.
This weapon is not even close to the dps of the cutting beam, when equiped on my setup the cutting beam does 1152 dps, this does 774 dps. It is more inline with a beam array with no consoles as seen below. As it stands this weapon is barely useable for a beam boat, with its critical bonus and proton proc it might even out to a beam array. For escorts though it is complete junk, having about 55% of a 5 console buffed dual cannon. The bonuses can only make up for so much of a damage loss.
1: Leave it uneffected by damage consoles but make it a turret like the cutting beam. Its DPS is inline with a console buffed turret. By doing this escorts as well as beam boats could use this weapon effectively. This would be the most preferably option I think.
2: Make it effected by antiproton consoles just as the temporal dual beam bank is effected by antiproton consoles to make it a viable weapon. Both nukara and romulan rep weapons are effected by damage consoles.
3: Make it effected by both the +beam and +cannons consoles from fleet. This would be the worst option to me as those fleet consoles will cost you dps over the damage specific fleet versions, but would still be an improvement over the current state of affairs.
This weapon is not even close to the dps of the cutting beam, when equiped on my setup the cutting beam does 1152 dps, this does 774 dps. It is more inline with a beam array with no consoles as seen below.
Except vs shields the KCB does 25% damage (288 dps) and the proton weapon does 774 dps.
Also, I wonder if people realized that Cryptic is not out there to put weapons in to the game simply to improve their already game-breakingly powerful builds. If you are already winning the game, go ahead and continue doing what you are doing. Let cryptic add alternatives for people who want to try different things.
This set is great because it can be used to improve Photon weapons, and encourages people to use some different abilities.
Personally i'm already planning a Proton/Photon science build taking full advantage of this set and the new rep consoles:
Probably on a Dhelan or another escorty ship with a LtC sci.
Use 4 +Proton[Pol] consoles, 3 of the 10% to add proton damage to science abilities consoles. This set along with Protonic polaron weapons (probably a DHC and turrets)
This weapon is not even close to the dps of the cutting beam, when equiped on my setup the cutting beam does 1152 dps, this does 774 dps. It is more inline with a beam array with no consoles as seen below. As it stands this weapon is barely useable for a beam boat, with its critical bonus and proton proc it might even out to a beam array. For escorts though it is complete junk, having about 55% of a 5 console buffed dual cannon. The bonuses can only make up for so much of a damage loss.
Numbers are from 125 weapon power?
If so, that derived number on the proton doesn't make any sense to me. Weapon power alone should have boosted it to over 800 dps (DPV of 500+), and that's without taking into account any kind of skill or equipment modifiers. Something's funky here.
Edit:
If however, you had a weapon power of 120 when those screenies were taken, then I think I know what's funky.
If so, that derived number on the proton doesn't make any sense to me. Weapon power alone should have boosted it to over 800 dps (DPV of 500+), and that's without taking into account any kind of skill or equipment modifiers. Something's funky here.
Edit:
If however, you had a weapon power of 120 when those screenies were taken, then I think I know what's funky.
Those numbers are at 125, jumped back on tribble to verify. I am not using any proton damage boosting consoles for these tests.
Comments
I thought it was, glancing over the stats at first, but when I saw the arc....
This is a very build-breaking weapon, if you want the set bonuses (which, by the way, are absolutely useless without this particular part of this set and those specific BOff abilities). And for such build-breaking mastery, it isn't even that great a payoff.
Console + Torp? set bonus is useless. What's up with that? It's like they're trying to break builds.
As far as science vessels go, there are single cannon builds for those, dual cannon builds, regardless of ship, are somewhat screwed for set weapons. That said, the downside of cannon builds on science vessels is the loss of the use of your innates; does this weapon allow the use of Beam Target X Subsystem?
There are cannon builds yes, but the dps isn't a cannon, it's kind of the dps between a turret and a beam weapon. So placing it in a cannon build, regardless of ship, is even worse.
If it had the dps of a dual beam bank, I'd have no problems with it. DPS of a single cannon, while not my favorite build, I could do something with it. This thing isn't either.
If they made it a 360-degree turret with turret-level damage, it'd probably be more popular. As it is, I'll save my marks.
Ah, I see.
If that's the case, damage and arc really should be brought in line. To be honest, though, with no consoles able to buff it, the damage should probably be a bit higher than other weapons in that arc.
However even with the 2.5% acc boost from them and the additional 15% boost to other weapon types. It is still not worth the investment.
Well, it looks really cool when its firing...
Unless I am missing something this is going to be one of those weapons in pve that that signals to everyone that you don't know how to build a ship.
Same for the console. The gravitic torpedo may be cool as a one-off item though.
http://postimg.org/image/i8uxnv93v/
http://postimg.org/image/u92oohwzd/
First off I enjoy the ******** about the set not being useable by specific builds. Because every weapons set previous has been tailor made to work with all builds right?
Second cool photon damage and crit boost. Is the set torp a photon?
This seems like a reasonable thing to use on a cruiser.
http://imgur.com/7uIwPsq
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Yeah, the operating words being "looks awesome" and "RP". With the 4 weapon slots of a Constitution there is absolutely no viable build possible, and as long as they allow Geko to choose which ships he makes we won't even get an Exeter or Excalibur with more.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Yes, the inability to mount it aft is going to be a problem, but I can see this having a place in beam builds going for the extra crit as they'll still be able to broadside and keep all weapons on target. The capacity to use FAW with it on the 2-piece bonus seems to reinforce that notion. And the crit proc...yeesh if that's a per tic thing this has the capacity to be a little bit nuts (napkin math puts this thing as having a base crit chance of around 30% or so before any of the new tac consoles enter the equation.)
Yes the torp is a photon. It has a 33% chance to generate a weak short lived GW effect. Spread has the chance on the first torp for each target, HY makes a destructable torp that does 14k or so dmg and has a 100% chance of making the GW like effect.
Visual on the effect is same as trico but with red rings instead of white.
It seems tailor made for cruisers, that will be able to broadside with it. However, the photon damage increase is lost (photon torp aren't broadside weapons).
In the end, you either use it on a cruiser, and broaside, making the photon torp damage increase useless. Or you use it to replace a DHC/beam bank, but I don't think the photon damage bonus will make it for the DPS loss.
IE you have a useless weapon, or a useless bonus.
This. The Experimental Proton Weapon comes with four weapons mods of which three are [critH]. Combined with the set this weapon has a +9% critH chance. Add in your character's/BOff's critH chance, plus universal consoles, plus new tactical consoles, plus (eventual) tactical powers this thing has a tremendous chance to achieve a constant streak of critical hits. Furthermore each critical hit has a 50% chance to add additional shieldbypassing proton damage.
While additional tests may be required, I don't think we should yet dismiss this weapon's capabilities.
A couple of things...
1) the KCB's primary draw is OWA, not its damage output. Thanks to kinetic damage versus shields, quite often it's doing effectively no damage. Proton damage doesn't have that problem.
2) Photon damage isn't the only perk from the two-piece set bonus. 3% across the board CritH is nothing to sneeze at, especially from a weapon that can make use of FAW.
3) It remains to be seen whether the on-crit procs are per tick or per salvo (given that stock AP's bonus is per tick I have to speculate this will be as well, though I don't want to jump to conclusions). If per tick, ships gaining near to or upwards of 10% base crit from S8 gear is going to skew the equation quite a bit.
I'm not going to sit here and argue that this thing will be directly dishing out the level of hurt as a fully boosted fleet/mkXII weapon. Being unable to synergize with tac consoles effectively rules that out. But there is quite realistically the possibility (especially on highly geared ships) that it'll do exactly the same thing that the KCB did: make every other weapon you're carrying better to more than make up the difference in raw DPS lost.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
so new gear will junk then....they need to make it 100% chance to proc on crtic
Have you parsed it?
Experimental Proton Weapon: http://img27.imageshack.us/img27/8636/67l2.jpg
Unbuffed Beam Array: http://imageshack.us/a/img834/272/95w5.jpg
Cutting Beam: http://imageshack.us/a/img443/1036/c4ty.jpg
Console Buffed Dual Cannons: http://imageshack.us/a/img850/1148/gv1r.jpg
I would suggest 3 possible fixes for this:
1: Leave it uneffected by damage consoles but make it a turret like the cutting beam. Its DPS is inline with a console buffed turret. By doing this escorts as well as beam boats could use this weapon effectively. This would be the most preferably option I think.
2: Make it effected by antiproton consoles just as the temporal dual beam bank is effected by antiproton consoles to make it a viable weapon. Both nukara and romulan rep weapons are effected by damage consoles.
3: Make it effected by both the +beam and +cannons consoles from fleet. This would be the worst option to me as those fleet consoles will cost you dps over the damage specific fleet versions, but would still be an improvement over the current state of affairs.
Except vs shields the KCB does 25% damage (288 dps) and the proton weapon does 774 dps.
Also, I wonder if people realized that Cryptic is not out there to put weapons in to the game simply to improve their already game-breakingly powerful builds. If you are already winning the game, go ahead and continue doing what you are doing. Let cryptic add alternatives for people who want to try different things.
This set is great because it can be used to improve Photon weapons, and encourages people to use some different abilities.
Personally i'm already planning a Proton/Photon science build taking full advantage of this set and the new rep consoles:
Probably on a Dhelan or another escorty ship with a LtC sci.
Use 4 +Proton[Pol] consoles, 3 of the 10% to add proton damage to science abilities consoles. This set along with Protonic polaron weapons (probably a DHC and turrets)
Not ideal, but fun.
Remember fun?
Numbers are from 125 weapon power?
If so, that derived number on the proton doesn't make any sense to me. Weapon power alone should have boosted it to over 800 dps (DPV of 500+), and that's without taking into account any kind of skill or equipment modifiers. Something's funky here.
Edit:
If however, you had a weapon power of 120 when those screenies were taken, then I think I know what's funky.
Those numbers are at 125, jumped back on tribble to verify. I am not using any proton damage boosting consoles for these tests.
No AMP core or T4 tholian rep? Sorry for the 20 questions bit, just trying to exclude variables before I go all in on what I think is going on.