hey i just wanted to let the devs know if they already didnt that there is a glitch with the weapons power settings on beam builds for cruisers basically people are having 125 weapon power and using auxiliary to battery ability and emergency power to weapons to boost weapon power over 125 unoffically and get more dps out i have on 30 occasions seen cruisers with over 800k damage when other people have about 100k people using bug ships i know this isnt possible and i have tested this myself and i know it works can you please sort this glitch out before pvp starts becoming unplayable
What we don't know/need official clarification on, is whether this is working as intended. To my knowledge, nothing should be taking advantage of additional power beyond the 130 cap. AFAIK, the Devs have said this and this is what they're basing things off of.
However, in practice, Beams are able to tap into overcapping whereas Cannons are not.
yeah i agree it has been around along time but it has only been recently that its being taken advantage off and there has been plenty of things that has been changed in pvp one most recent one i can think of it the black hole device that was nerfed.
Fyi, Geko basically posted if he recalls correctly the overcapping is working as designed, but he gave himself an out w/some qualifiers at the end.
It was done in one of the threadnaughts in this section.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
You cannot get weapon power past 125 with batteries or powers. The power levels are pretty hard capped. That is, any power (say, a beam) that calculates damage based on your current weapon power level will never deal damage based on anything more than 125.
If you activate a buff that gives you more than 125 power, the power is still there, and you can draw from it. So, lets say:
You are at 50/125.
You activate a buff that gives you 50 power.
You will be at 100/125.
Weapons fire based on 100 weapon power.
If multiple weapons are fired, power will start to drain, and all weapons will subsequently deal less power.
However, let say:
You are at 100/125.
You activate a buff that gives you 50 power.
You will be at 125/125.
Weapons fire based on 125 weapon power.
If multiple weapons are fired, power will start to drain. However, you still have 25 unclaimed power from your buff, so that fills in. Your weapon power level wont drop below 125 until you deplete that buff. Once that happens, then power levels will drop below 125 power.
I'm pretty sure its working how its supposed to, but I haven't looked at that math in a long time. So there could be a problem, but I'm pretty sure its WAD. Haven't really thought about whether that should be changed or not.
If multiple weapons are fired, power will start to drain. However, you still have 25 unclaimed power from your buff, so that fills in. Your weapon power level wont drop below 125 until you deplete that buff. Once that happens, then power levels will drop below 125 power.
I'm pretty sure its working how its supposed to, but I haven't looked at that math in a long time. So there could be a problem, but I'm pretty sure its WAD. Haven't really thought about whether that should be changed or not.
That's definitely not the way it works. Using 2 beams and ~150 total power i can see a drop of 10 weapon power when firing the 2 beams (125 to 115).
You don't directly benefit from excess power, it adds over time and thus benefits beams more than cannons (but it's not a big deal).
It's the omega amp proc that gives insane dps gain to beams because it's an instant +10 power and drain immunity during a 4s cycle (and some claim it procs more often during faw+dem). Cannons dont drain the power at the same time they fire but i haven't tested turrets mechanism so i cant take a conclusion.
The damage penalty from range also helps beams.
Haha another nerf beams thread and all the people with opinions claiming they know what's causing it
The two leading minds on how this strange game works have already proved it's not just down to one thing like omega proc etc it is down to around 10 things which have been in game since f2p launch
Sounds like another escort flyer got his TRIBBLE handed to him and came here to cry out his butthurt and claim the return of escorts online
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
It's not the beams, it's Aux2Batt, Tech Doffs combined with Marion, Leech and 2-piece Borg Set, which you can use with any energy weapon type but given the nature of Beams, happens to be most effective with BFAW.
Any way you want to look at it, its rather odd to me that a JHAS will get top damage in an arena using beams.
Jhas Beam Boat is now the best dps ship. Enjoy your power creep. Soon AHK can play for us, since defense, skill, and guile are no longer required
You've clearly never seen a scimitar do it properly then...
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Frankly, if I have to choose between the return of Escorts Online and the current state, Escorts Online is a lot preferable.
Frankly I don't see a future for pvp after season 8 comes it already takes 2 hours ish for the average que to pop dependant on time of day
The "current state" has only evolved due to power creep and people abusing the latest in unbalanced powers and consoles and DOFFS(which I feel are to blame for everything Wrong with STO)
The reputation will mean more grind, more op rep powers and gear which will only make the gap for new players to aspire even larger the only way they can get into pvp ATM is by running a BFAWA2B space bar masher hence the ques being full of them
Even when/if they somehow manage to figure out a way that all these powers can't be combined making ships OP there will just be some new craze even more wacky and easier to use than the last
The only way pvp will ever be balanced in this game is if they disable rep powers, uni consoles and doffs which will never happen so...
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Haha another nerf beams thread and all the people with opinions claiming they know what's causing it
The two leading minds on how this strange game works have already proved it's not just down to one thing like omega proc etc it is down to around 10 things which have been in game since f2p launch
Sounds like another escort flyer got his TRIBBLE handed to him and came here to cry out his butthurt and claim the return of escorts online
Agreed. Absolutely 100 percent agreed. Gods forbid that there's something out there that's capable of out dps-ing an escort, even if it takes a little work to get going properly. And its not like this is a huge problem. I haven't seen this in person in the 2 years I've been playing. This must be a friend of the guy who wants tactical team changed to benefit escorts and leave cruisers more vulnerable than they are now.
Funny thing to take away from the OP. He seems to think nothing should do more DPS than a JHAS. Personally I think this is the plan for PvP, drown it in power creep and then when only half a dozen people are playing drop it altogether.
Still adding to the reasons why PvP should be teams competing against each other with less direct confrontation.
Frankly I don't see a future for pvp after season 8 comes it already takes 2 hours ish for the average que to pop dependant on time of day
The "current state" has only evolved due to power creep and people abusing the latest in unbalanced powers and consoles and DOFFS(which I feel are to blame for everything Wrong with STO)
The reputation will mean more grind, more op rep powers and gear which will only make the gap for new players to aspire even larger the only way they can get into pvp ATM is by running a BFAWA2B space bar masher hence the ques being full of them
Even when/if they somehow manage to figure out a way that all these powers can't be combined making ships OP there will just be some new craze even more wacky and easier to use than the last
The only way pvp will ever be balanced in this game is if they disable rep powers, uni consoles and doffs which will never happen so...
It does certainly not take 2 hours on average. Don't exaggerate.
So, you're basically saying "let's abuse the heck out of this, because there will always be something else". Yay.
Agreed. Absolutely 100 percent agreed. Gods forbid that there's something out there that's capable of out dps-ing an escort, even if it takes a little work to get going properly.
The problem is that this does not require any work at all.
Science for the win. / Czechoslovak Fleet 1st Division
Frankly I don't see a future for pvp after season 8 comes it already takes 2 hours ish for the average que to pop dependant on time of day
The "current state" has only evolved due to power creep and people abusing the latest in unbalanced powers and consoles and DOFFS(which I feel are to blame for everything Wrong with STO)
The reputation will mean more grind, more op rep powers and gear which will only make the gap for new players to aspire even larger the only way they can get into pvp ATM is by running a BFAWA2B space bar masher hence the ques being full of them
Even when/if they somehow manage to figure out a way that all these powers can't be combined making ships OP there will just be some new craze even more wacky and easier to use than the last
The only way pvp will ever be balanced in this game is if they disable rep powers, uni consoles and doffs which will never happen so...
Well even though the future of PVP looks like a flaming brown bag of poo, lit up with FAW embers, I do think that it's salvageable. IMO? More of the op rep benefits need to be lumped together. Like 3% crit with the aux to weapon training/energy/proj rep bonuses for instance. They could combine them and make for more stacked choices. As of right now, everybody picks one incremental buff after the other for the DPS/V or for the defensive holy grail collection.
If you condense those benefits into singular panels (like the t4's), freeing up more panels we can get non combat bonuses in there too which would only mean that the combined panel choices equate to stacked decision choices. Make a real defensive choice or a really offensive one. Besides one way or the other most builds will rely off of pure offensive choices or pure defensive ones anyway.
Even though they've done a great job with season 8's ambient environment, they could spend 95% less effort and do that much with some file editing alone.
Go back in time say 40 days ago. No threads crying to Nerf beams or A2B.
Then a well know PVE fleet that honned their ships to maximize DPS for STF's decided to jump into the PVP queues.
They were very successful. But they were using skills/builds/abilities that were not the status quo.
PVP premades got mad because they were not playing the "Right" way.
Then numerious other teams caught on and started duplicating the PVE fleets builds.
Now we have thread after thread of posts crying for a Nerf because some players found a good build and learned how to use it. Just because you feel like your ship/gear/build should be the best in the game and if something beats you then it "must be broken" does not make it true.
What that flkeet was using had been in the game for a long time. Only due to them crashing the PVP party has this now turned into an "issue for the Devs to look at"
It does certainly not take 2 hours on average. Don't exaggerate.
So, you're basically saying "let's abuse the heck out of this, because there will always be something else". Yay.
.
I fly a cannon tvaro so no
Not what I'm saying it's what's happening unless your blind or seriously naive to that FACT
I have only pvp'd a little on and off double tap was abused by the bulk and now this it's how it works it's how it will always work
why spend hours days weeks months working on a build that then gets a main factor of that build nerfed or messed with cos mr jhas didn't like the colour of it when you can just grab a mirror assault cruiser 3 mil worth of tech doffs strap on beta BFAW eptw a2b weapons efficency and kill people in half the time
I actually saw someone ask for a nerf to a science power on here this morning hahahahahaha nerf EVERYTHING
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Go back in time say 40 days ago. No threads crying to Nerf beams or A2B.
Then a well know PVE fleet that honned their ships to maximize DPS for STF's decided to jump into the PVP queues.
They were very successful. But they were using skills/builds/abilities that were not the status quo.
PVP premades got mad because they were not playing the "Right" way.
Then numerious other teams caught on and started duplicating the PVE fleets builds.
Now we have thread after thread of posts crying for a Nerf because some players found a good build and learned how to use it. Just because you feel like your ship/gear/build should be the best in the game and if something beats you then it "must be broken" does not make it true.
What that flkeet was using had been in the game for a long time. Only due to them crashing the PVP party has this now turned into an "issue for the Devs to look at"
Sir, I think you've got the wrong take. It isn't about what a single group of players did that made a serious eye fall on these mechanics. Regardless of 'whodunnit', the layer-caking of rep passives and weapon loadouts is the issue. It's not about a particular group but moreso in favor of how it's possible.
Sooner or later all things fall into fruition and this is just one of those. Besides whether you PVE or PVP, once you walk through the undiscovered country of a certain mechanic, it is found and put up for show, everyone catches on eventually.
It has profound impacts. Even branflakes was playing season 8 walk through and looking away 75% of the time and only used aux 2 bat maybe half the time. If you can look away effortlessly 75% of the time, is it a game worth playing?
It has profound impacts. Even branflakes was playing season 8 walk through and looking away 75% of the time and only used aux 2 bat maybe half the time. If you can look away effortlessly 75% of the time, is it a game worth playing?
This is exactly how I feel on Victoria (my avenger build, which happens to be very similar to what bran put up, imagine that, other than it being an engy... which i have found is actually not a bad thing)
Its just boring. Turn sideways, mash buddons... things die.
in pvp its not much different so long as I watch my heal cycle =/
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
This is exactly how I feel on Victoria (my avenger build, which happens to be very similar to what bran put up, imagine that, other than it being an engy... which i have found is actually not a bad thing)
Its just boring. Turn sideways, mash buddons... things die.
in pvp its not much different so long as I watch my heal cycle =/
What do you think about beams in general? Idealistically I can see a fix in one or two ways. The common complaint is the continual non stop up time. Since aux2bat will not disappear per se, perhaps a set duration of its effect (60 seconds?) and a longer cool down, (2 minutes?). That way beam damage stays the same.
OR..
Beams fire slower and more powerfully on base. That way the damage is paced. Maybe 1 shot every 8 seconds, similar to a torpedo's timing. Logic there is that the firing happens without the burden of what torps experience as a firing mechanism on a shared output.
Those are the only two that seem to be the most viable solutions.
What do you think about beams in general? Idealistically I can see a fix in one or two ways. The common complaint is the continual non stop up time. Since aux2bat will not disappear per se, perhaps a set duration of its effect (60 seconds?) and a longer cool down, (2 minutes?). That way beam damage stays the same.
OR..
Beams fire slower and more powerfully on base. That way the damage is paced. Maybe 1 shot every 8 seconds, similar to a torpedo's timing. Logic there is that the firing happens without the burden of what torps experience as a firing mechanism on a shared output.
Those are the only two that seem to be the most viable solutions.
the energy drain workarounds are the real problem. before i put leech and some good doffs on (not marion for now, wasnt gonna drop the 234523452345 mil for it) i wasnt doing much. but now that i can maintain constant 125, its just disgusting.
perhaps BFAW needs to have a double drain mechanic attached to it. sure you can single fire the beams nonstop, but if you bfaw, like -25 weapon energy per cycle?
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
the energy drain workarounds are the real problem. before i put leech and some good doffs on (not marion for now, wasnt gonna drop the 234523452345 mil for it) i wasnt doing much. but now that i can maintain constant 125, its just disgusting.
perhaps BFAW needs to have a double drain mechanic attached to it. sure you can single fire the beams nonstop, but if you bfaw, like -25 weapon energy per cycle?
That's something I thought of too. Then again, it should be easy for them to visit a hard shelving of power drain. If you have 135 max and an almost unlimited supply of surplus, I don't see how they wouldn't be able to cut a shelf at 145 as the reserve and stay on reserve, granted the powers that be are functioning. I just don't see how an average 200 tool tipped weapon is reaching such incredible heights since as Geko derived WAD(working as designed for those wondering) status on the mechanism.
I did the whole recluse build a bit ago on my sci toon. Albeit it's not astounding damage it's more than I thought possible. If it weren't for the FAW/BO choices I made for it, I could spam FAW over and over and half-nap.
So if Geko and comrades won't revisit the mechanic to ensure it's working properly, then the least they can do is slow down the FAW the world phenomenon.
The old drain mechanic was what kept things in check before.
Escorts that dedicated all there engi console slots to EPS units did more dmg... and where more squish. Ditto for cruisers... you couldn't have hard hitting weapons as well as 4 armour units... and now 4 armour units and 2 turn consoles.
The old mechanic did NOT return weapon power at the end of a cycle... you had to regen it at eps rate.
For the game to become balanced again honestly.... That mechanic needs to come back... and to follow that... the benifit from EPS in the skill tree needs to be halved.
Force people to slot a couple EPS units if they are going to insist on running and trying to keep 7-8 energy draining weapons going. There used to be a trade for doing that. With the old mechanics there used to be a point where a 4th dhc would in fact reduce your overall dps if you didn't dedicate 3 console slots to eps units....
Bring that back and the guy doing 1.3 mil dmg in the first 10min of a match with faw will be fine... cause that person will have next to no armour at least they will be squishier.
Yep, there's speculation about FAW teams melting hull in this thread...over two months before the thread before this one.
One can dork around and find threads all over the place discussing FAW after the fixes from earlier in the year up through that thread noted at the start of this reply. Just because it wasn't complained about like the 2x/3x BO was...doesn't mean folks were oblivious to what was going on.
There are folks that argue X is useless while other folks try to explain to them that is not the case. Heck, somebody just posted in a thread that without the changes to GW - Sci had been useless.
The gist though - is that things now are not what they were - as each new little piece of the puzzle was added, there were folks that pointed out how they could be added together and what that meant.
While the particular thread may have drawn attention to it, that's like having a good product but not having the right spokesperson for it...the issue was there, but it didn't have the support of the right people.
C'mon, besides - there were folks complaining about beams even before the fixes earlier in the year...but like almost any such thing, folks are generally overly dismissive of it until it becomes problematic for them.
Some background on FAW fixes that took place earlier in the year...
The way this seems to be going is science is either too good or useless. It seems that both science ships and escorts now have more use than eng captains and our cruisers. There's only so much eng cruisers can do for their teammates when they're being slagged by gravity ewlls, subnucs, alpha strikes, etc. I would say a bit of a buff is needed for team heal abilities.
...people will complain about what just killed them or what they think should be doing better than it is - regardless of something not killing anybody else or nobody else having a problem with it.
IMHO, there should be more questions than complaints...
NOT
X is a problem.
BUT
Anybody having or had an issue with X that could share some pointers?
AND
If a bunch of folks start coming together and X presents itself as an issue...tada...fine. Otherwise, it's just so much flamebait that can undermine any potential discussions about X.
Comments
What we don't know/need official clarification on, is whether this is working as intended. To my knowledge, nothing should be taking advantage of additional power beyond the 130 cap. AFAIK, the Devs have said this and this is what they're basing things off of.
However, in practice, Beams are able to tap into overcapping whereas Cannons are not.
It was done in one of the threadnaughts in this section.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Enjoy.
That's definitely not the way it works. Using 2 beams and ~150 total power i can see a drop of 10 weapon power when firing the 2 beams (125 to 115).
You don't directly benefit from excess power, it adds over time and thus benefits beams more than cannons (but it's not a big deal).
It's the omega amp proc that gives insane dps gain to beams because it's an instant +10 power and drain immunity during a 4s cycle (and some claim it procs more often during faw+dem). Cannons dont drain the power at the same time they fire but i haven't tested turrets mechanism so i cant take a conclusion.
The damage penalty from range also helps beams.
The two leading minds on how this strange game works have already proved it's not just down to one thing like omega proc etc it is down to around 10 things which have been in game since f2p launch
Sounds like another escort flyer got his TRIBBLE handed to him and came here to cry out his butthurt and claim the return of escorts online
Jhas Beam Boat is now the best dps ship. Enjoy your power creep. Soon AHK can play for us, since defense, skill, and guile are no longer required
You've clearly never seen a scimitar do it properly then...
Frankly, if I have to choose between the return of Escorts Online and the current state, Escorts Online is a lot preferable.
Yeah, this is the truth.
JHAS has too many Tac stations & not enough Eng to really be optimal with this - It's also short 1 weapon slot.
It's zippy though!
Which makes me /facepalm everytime I see a JHAS or Risian Corvette loaded up with beams as it neglects the ships' greatest asset, speed and turn.
Frankly I don't see a future for pvp after season 8 comes it already takes 2 hours ish for the average que to pop dependant on time of day
The "current state" has only evolved due to power creep and people abusing the latest in unbalanced powers and consoles and DOFFS(which I feel are to blame for everything Wrong with STO)
The reputation will mean more grind, more op rep powers and gear which will only make the gap for new players to aspire even larger the only way they can get into pvp ATM is by running a BFAWA2B space bar masher hence the ques being full of them
Even when/if they somehow manage to figure out a way that all these powers can't be combined making ships OP there will just be some new craze even more wacky and easier to use than the last
The only way pvp will ever be balanced in this game is if they disable rep powers, uni consoles and doffs which will never happen so...
Good times ahead! *snicker*
Agreed. Absolutely 100 percent agreed. Gods forbid that there's something out there that's capable of out dps-ing an escort, even if it takes a little work to get going properly. And its not like this is a huge problem. I haven't seen this in person in the 2 years I've been playing. This must be a friend of the guy who wants tactical team changed to benefit escorts and leave cruisers more vulnerable than they are now.
Still adding to the reasons why PvP should be teams competing against each other with less direct confrontation.
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.
It does certainly not take 2 hours on average. Don't exaggerate.
So, you're basically saying "let's abuse the heck out of this, because there will always be something else". Yay.
The problem is that this does not require any work at all.
Well even though the future of PVP looks like a flaming brown bag of poo, lit up with FAW embers, I do think that it's salvageable. IMO? More of the op rep benefits need to be lumped together. Like 3% crit with the aux to weapon training/energy/proj rep bonuses for instance. They could combine them and make for more stacked choices. As of right now, everybody picks one incremental buff after the other for the DPS/V or for the defensive holy grail collection.
If you condense those benefits into singular panels (like the t4's), freeing up more panels we can get non combat bonuses in there too which would only mean that the combined panel choices equate to stacked decision choices. Make a real defensive choice or a really offensive one. Besides one way or the other most builds will rely off of pure offensive choices or pure defensive ones anyway.
Even though they've done a great job with season 8's ambient environment, they could spend 95% less effort and do that much with some file editing alone.
Then a well know PVE fleet that honned their ships to maximize DPS for STF's decided to jump into the PVP queues.
They were very successful. But they were using skills/builds/abilities that were not the status quo.
PVP premades got mad because they were not playing the "Right" way.
Then numerious other teams caught on and started duplicating the PVE fleets builds.
Now we have thread after thread of posts crying for a Nerf because some players found a good build and learned how to use it. Just because you feel like your ship/gear/build should be the best in the game and if something beats you then it "must be broken" does not make it true.
What that flkeet was using had been in the game for a long time. Only due to them crashing the PVP party has this now turned into an "issue for the Devs to look at"
I fly a cannon tvaro so no
Not what I'm saying it's what's happening unless your blind or seriously naive to that FACT
I have only pvp'd a little on and off double tap was abused by the bulk and now this it's how it works it's how it will always work
why spend hours days weeks months working on a build that then gets a main factor of that build nerfed or messed with cos mr jhas didn't like the colour of it when you can just grab a mirror assault cruiser 3 mil worth of tech doffs strap on beta BFAW eptw a2b weapons efficency and kill people in half the time
I actually saw someone ask for a nerf to a science power on here this morning hahahahahaha nerf EVERYTHING
The real issue is cryptic went and added weapon drain auras.
At the most the pve -> pvp experiments just reminded some people of some stupid advantages of beams and faw in general.
Anyway why are people complaining we have 12v12 space coming... oh wait. Carry on.
Sir, I think you've got the wrong take. It isn't about what a single group of players did that made a serious eye fall on these mechanics. Regardless of 'whodunnit', the layer-caking of rep passives and weapon loadouts is the issue. It's not about a particular group but moreso in favor of how it's possible.
Sooner or later all things fall into fruition and this is just one of those. Besides whether you PVE or PVP, once you walk through the undiscovered country of a certain mechanic, it is found and put up for show, everyone catches on eventually.
It has profound impacts. Even branflakes was playing season 8 walk through and looking away 75% of the time and only used aux 2 bat maybe half the time. If you can look away effortlessly 75% of the time, is it a game worth playing?
What ever happened to adrenaline rushes?
This is exactly how I feel on Victoria (my avenger build, which happens to be very similar to what bran put up, imagine that, other than it being an engy... which i have found is actually not a bad thing)
Its just boring. Turn sideways, mash buddons... things die.
in pvp its not much different so long as I watch my heal cycle =/
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
What do you think about beams in general? Idealistically I can see a fix in one or two ways. The common complaint is the continual non stop up time. Since aux2bat will not disappear per se, perhaps a set duration of its effect (60 seconds?) and a longer cool down, (2 minutes?). That way beam damage stays the same.
OR..
Beams fire slower and more powerfully on base. That way the damage is paced. Maybe 1 shot every 8 seconds, similar to a torpedo's timing. Logic there is that the firing happens without the burden of what torps experience as a firing mechanism on a shared output.
Those are the only two that seem to be the most viable solutions.
the energy drain workarounds are the real problem. before i put leech and some good doffs on (not marion for now, wasnt gonna drop the 234523452345 mil for it) i wasnt doing much. but now that i can maintain constant 125, its just disgusting.
perhaps BFAW needs to have a double drain mechanic attached to it. sure you can single fire the beams nonstop, but if you bfaw, like -25 weapon energy per cycle?
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
That's something I thought of too. Then again, it should be easy for them to visit a hard shelving of power drain. If you have 135 max and an almost unlimited supply of surplus, I don't see how they wouldn't be able to cut a shelf at 145 as the reserve and stay on reserve, granted the powers that be are functioning. I just don't see how an average 200 tool tipped weapon is reaching such incredible heights since as Geko derived WAD(working as designed for those wondering) status on the mechanism.
I did the whole recluse build a bit ago on my sci toon. Albeit it's not astounding damage it's more than I thought possible. If it weren't for the FAW/BO choices I made for it, I could spam FAW over and over and half-nap.
So if Geko and comrades won't revisit the mechanic to ensure it's working properly, then the least they can do is slow down the FAW the world phenomenon.
Escorts that dedicated all there engi console slots to EPS units did more dmg... and where more squish. Ditto for cruisers... you couldn't have hard hitting weapons as well as 4 armour units... and now 4 armour units and 2 turn consoles.
The old mechanic did NOT return weapon power at the end of a cycle... you had to regen it at eps rate.
For the game to become balanced again honestly.... That mechanic needs to come back... and to follow that... the benifit from EPS in the skill tree needs to be halved.
Force people to slot a couple EPS units if they are going to insist on running and trying to keep 7-8 energy draining weapons going. There used to be a trade for doing that. With the old mechanics there used to be a point where a 4th dhc would in fact reduce your overall dps if you didn't dedicate 3 console slots to eps units....
Bring that back and the guy doing 1.3 mil dmg in the first 10min of a match with faw will be fine... cause that person will have next to no armour at least they will be squishier.
Learnt a thing or two outside of the pvp circles - http://sto-forum.perfectworld.com/showthread.php?t=861031 - 09-23-2013, 02:22 AM
Is that the thread? That's normally noted as the thread. If so, what about this thread...?
FAW getting completely out of hand? - http://sto-forum.perfectworld.com/showthread.php?t=841851 - 08-30-2013, 01:37 PM
Yeah, that thread's over three weeks older than the other thread.
New energy weapons DOFFs will keep me away from PvP - http://sto-forum.perfectworld.com/showthread.php?t=771971 - 06-29-2013, 12:06 PM
Yep, there's speculation about FAW teams melting hull in this thread...over two months before the thread before this one.
One can dork around and find threads all over the place discussing FAW after the fixes from earlier in the year up through that thread noted at the start of this reply. Just because it wasn't complained about like the 2x/3x BO was...doesn't mean folks were oblivious to what was going on.
There are folks that argue X is useless while other folks try to explain to them that is not the case. Heck, somebody just posted in a thread that without the changes to GW - Sci had been useless.
The gist though - is that things now are not what they were - as each new little piece of the puzzle was added, there were folks that pointed out how they could be added together and what that meant.
While the particular thread may have drawn attention to it, that's like having a good product but not having the right spokesperson for it...the issue was there, but it didn't have the support of the right people.
C'mon, besides - there were folks complaining about beams even before the fixes earlier in the year...but like almost any such thing, folks are generally overly dismissive of it until it becomes problematic for them.
Some background on FAW fixes that took place earlier in the year...
Release Notes: May 21, 2013 (Legacy of Romulus) - http://sto-forum.perfectworld.com/showthread.php?t=688641
Space energy procs, like Phasers Subsystem Offline or Plasma DoT, will now work with Fire at Will.
Release Notes: April 4, 2013 - http://sto-forum.perfectworld.com/showthread.php?t=607321
edit: I mean, honestly...this was just posted...
...people will complain about what just killed them or what they think should be doing better than it is - regardless of something not killing anybody else or nobody else having a problem with it.
IMHO, there should be more questions than complaints...
NOT
X is a problem.
BUT
Anybody having or had an issue with X that could share some pointers?
AND
If a bunch of folks start coming together and X presents itself as an issue...tada...fine. Otherwise, it's just so much flamebait that can undermine any potential discussions about X.