+1 Excellent post! I agree with our Chief engineer, @jarvisandalfred , and defer to his many posts (except for sources of shieldPen stacking for torps ).
The GunShip Guild (Cannoneers aka Cannon lovers) need a lot of love as well. For concentrated bursts of energy attacks, why are they suffering a HORRID drop-off rate at the expense of a miniscule damage gain vs today's enemies? Much like Transphasics, it's a mechanic that was relevant many Season's ago, but needs to be changed going forward.
+1 Excellent post! I agree with our Chief engineer, @jarvisandalfred , and defer to his many posts (except for sources of shieldPen stacking for torps ).
Well thanks. And, if torps worked better; you would be seeing more results from shield pen.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
I think one of the problems with AHOD is that it affects Tactical Initiative. Otherwise, I think it is fine.
There was a time when my Alpha Strike was something Id hit once during a run through a map. Now its barely on Cooldown and there are times where its up more often then I actually need it thanks to things like AHOD.
I most definitely benefit from AHODs current set up. But its definitely something I feel would be completely detrimental to replace with anything else. So all those Starship Traits Ive gained since the launch of T6 ships are collecting dust because I cant bring myself to gimp myself. It definitely needs to be reigned in. Even at the cost of me no longer having my Alpha Strike on a 40 second cooldown.
Feel free to throw you suggestions in for things I've forgotten, or tell me why my suggestions are wrong/need revisions.
[*] Boarding Party: Too easily swatted down with AoEs, too little of an effect.
Boarding Party needs to transport directly to the target (just like they do coming back), after target shields are down if the target has them, and they need to not be automatically countered by Tactical Team which is always spammed. Using it should also briefly disable your own shields.
Crew size and crew in general also need to mean something to ships in combat.
I had a suggestion over a year ago about how to balance tier I-III abilities like tactical team, boarding party, hazard emitters etc. Basically the higher the tier of the offensive ability the higher the tier the defensive ability needs to be to counter it automatically, otherwise there's only a chance of countering. The percentage values I used were just examples.
The tactical and engineering abilites from the last lockbox need some sort of counter. Also, most torpedoes are doing fine in PvP , no buff needed. Mines on the other hand need some help.
Power Drains - this is because some things (cough Elite Tactical Cubes cough) reduce incoming drains to about 5.5% of the original drain. I would also swear that months ago I heard a systems designer say he found what the deal with Tachyon beam scaling to utterly bonkers levels on borg NPC's was, but there's been no fix for that yet.
Power drains work on NPCs, but only up until Advanced queues. Completely worthless in Elite queues. The Tachyon Beam spheres use in Advanced queues is like getting hit by Tachyon Beam 3 with flow caps at 450. Pretty nasty if you're not prepared for it.
+1 Excellent post! I agree with our Chief engineer, @jarvisandalfred , and defer to his many posts (except for sources of shieldPen stacking for torps ).
The GunShip Guild (Cannoneers aka Cannon lovers) need a lot of love as well. For concentrated bursts of energy attacks, why are they suffering a HORRID drop-off rate at the expense of a miniscule damage gain vs today's enemies? Much like Transphasics, it's a mechanic that was relevant many Season's ago, but needs to be changed going forward.
I would look forward to the day cannons and torpedoes can do more with the limited firing arcs they have. They deserve better than they have gotten. These 2 need quite a bit of help indeed
About overcapping, I've got to ask:
Isn't the reason beams (which suffer from inferior firing cycle mechanics) "benefit" so much from overcapping that they drain so damn much when fired in concert, and thereby need more of an overcap to offset/negate that drain and maintain consistent power levels? Wouldn't making cannon weapons (which benefit from superior firing cycle mechanics) "benefit" equally just mean an increase in firing drain for cannon weapons, and would that really be helping anyone?
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Changing FAW will also require a rework of some STFs. Some of the STFs seem to be tailored towards FAW spam.
IMO there should be less NPCs per map with lower HP but higher heal and resist rates. Shift the meta from AOE spam to CC and burst damage.
I am actually more in favor of HP, shield effective hp specifically. So that I can see Marsh do that powerful torps with shield penetration magic. And continue to see Corbin do a max one hit 3m+ damage using a WAI legit Sci boff ability.
I'd talk about ground, but I'm not enough of a ground-pounder to speak to that.
On ground, Eng and Tacs are technically the same DPS wise. However, the issue remains the same. Players playing tacs are more or there are more tacs in the DPS table. But the last official info graph showed that there are more tacs than sci+eng toons combined.
Based on the ground issue, even if there is some sort of parity Tacs in space, Tacs will still most likely still dominate or still be popular.
About overcapping, I've got to ask:
Isn't the reason beams (which suffer from inferior firing cycle mechanics) "benefit" so much from overcapping that they drain so damn much when fired in concert, and thereby need more of an overcap to offset/negate that drain and maintain consistent power levels? Wouldn't making cannon weapons (which benefit from superior firing cycle mechanics) "benefit" equally just mean an increase in firing drain for cannon weapons, and would that really be helping anyone?
one would think, but no matter how much one overcaps with cannons, there's still a bit of drain. Although overcapping pretty straight forward with beams it gets weird with cannons.
Power drains work on NPCs, but only up until Advanced queues. Completely worthless in Elite queues. The Tachyon Beam spheres use in Advanced queues is like getting hit by Tachyon Beam 3 with flow caps at 450. Pretty nasty if you're not prepared for it.
Pretty nasty even if you are. And it's frankly stupid the drain resist enemies on elite have.
About overcapping, I've got to ask:
Isn't the reason beams (which suffer from inferior firing cycle mechanics) "benefit" so much from overcapping that they drain so damn much when fired in concert, and thereby need more of an overcap to offset/negate that drain and maintain consistent power levels? Wouldn't making cannon weapons (which benefit from superior firing cycle mechanics) "benefit" equally just mean an increase in firing drain for cannon weapons, and would that really be helping anyone?
No, it's because they have longer firing cycles. They're actively firing for 4 seconds before they refresh the drained power, so they can benefit from an overcap of 4xPTR, while DHC's only are active for 1 second before they refresh the drained power, so they only benefit from an overcap of 1xPTR.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Changing FAW will also require a rework of some STFs. Some of the STFs seem to be tailored towards FAW spam.
Not sure about 'tailored', but I would say that the reason FAW works so well in ISA, for example, is that most of the targets barely move, which allows the park-n-shoot FAW spam-method and the resulting high DPS numbers.
Not just ISA.
It also works for Fleet Alert, CC, Khitomer, Cure, GG, Undine BZ, general space patrols/FEs and more - those are just the ones I can think of off the top of my head.
Of course you have to move around to get the spawns (and maybe hit F once or twice), but once you're there, Park and Pew.
Feel free to throw you suggestions in for things I've forgotten, or tell me why my suggestions are wrong/need revisions. NERF:
NPC HP. This should happen first and foremost. They were increased as a result of ever greater Power Creep, allowing players to put out huge amounts of damage. As a result, Cryptic's metrics regarding Time to Completion were totally thrown off. To counter that, they buffed NPC HP to artificially inflate the time it takes to complete a mission - and the amount of time it takes to earn a certain amount of Dil, by extension. Now that the biggest post-DR DPS inflaters have been reigned in, it's time to bring down the HP. Perhaps, in exchange, give NPCs a TacTeam?
Weapons Overcapping: AFAIK, the Devs have stated that Weapons Overcapping shouldn't be a thing (correct me if I'm wrong). If it isn't then it needs to be nerfed and not benefit Beams. If it is "allowed" to happen, then grant the benefit to Cannons as well. It makes no sense that Beams get a bigger advantage here than Cannons.
Immunities: Up to 42 seconds out of every 60? Ridiculous. Suggestion: Perhaps a 30-45 second lockout, between immunity availability. (You can use Rock and Roll, and then have the Pilot Spec immunity proc - but you'll only get the immunity for the RnR duration) Exception: Pilot maneuvers, since they are an integral function of that ship class.
All Hands on Deck: Maybe controversial. But this game was balanced around cooldowns. I think many can agree that AHoD's CD reduction is a slap in the face of that. All things being equal, a player using AHoD vs a player not using AHoD provides a pretty hefty advantage (disproportionately big, compared to other traits). Suggestion: Maybe make it only reduce Sci BOff CDs, and not Captain CDs?
Can we please STOP with the NERFs? I don't speak for the community and only for myself...this is not altruistic and not doing me any favors for the benefit of the game...just another whining session. what is ridiculous for you might not be the same for others. You don't speak for me.
Feel free to throw you suggestions in for things I've forgotten, or tell me why my suggestions are wrong/need revisions. NERF:
NPC HP. This should happen first and foremost. They were increased as a result of ever greater Power Creep, allowing players to put out huge amounts of damage. As a result, Cryptic's metrics regarding Time to Completion were totally thrown off. To counter that, they buffed NPC HP to artificially inflate the time it takes to complete a mission - and the amount of time it takes to earn a certain amount of Dil, by extension. Now that the biggest post-DR DPS inflaters have been reigned in, it's time to bring down the HP. Perhaps, in exchange, give NPCs a TacTeam?
Weapons Overcapping: AFAIK, the Devs have stated that Weapons Overcapping shouldn't be a thing (correct me if I'm wrong). If it isn't then it needs to be nerfed and not benefit Beams. If it is "allowed" to happen, then grant the benefit to Cannons as well. It makes no sense that Beams get a bigger advantage here than Cannons.
Immunities: Up to 42 seconds out of every 60? Ridiculous. Suggestion: Perhaps a 30-45 second lockout, between immunity availability. (You can use Rock and Roll, and then have the Pilot Spec immunity proc - but you'll only get the immunity for the RnR duration) Exception: Pilot maneuvers, since they are an integral function of that ship class.
All Hands on Deck: Maybe controversial. But this game was balanced around cooldowns. I think many can agree that AHoD's CD reduction is a slap in the face of that. All things being equal, a player using AHoD vs a player not using AHoD provides a pretty hefty advantage (disproportionately big, compared to other traits). Suggestion: Maybe make it only reduce Sci BOff CDs, and not Captain CDs?
Can we please STOP with the NERFs? I don't speak for the community and only for myself...this is not altruistic and not doing me any favors for the benefit of the game...just another whining session. what is ridiculous for you might not be the same for others. You don't speak for me.
psst...nerfing NPC hp is a buff for players.... just saying.
the rest is about good gameplay.
Did you just stop reading at the word "Nerf"?
psst...nerfing NPC hp is a buff for players.... just saying.
the rest is about good gameplay.
Did you just stop reading at the word "Nerf"?
Actually there is actually some sort of/kind of NPC HP nerf in the current mechanic wherein you can one shot mobs/same Hp as player HP in PvP. It is called normal difficulty.
Can we please STOP with the NERFs? I don't speak for the community and only for myself...this is not altruistic and not doing me any favors for the benefit of the game...just another whining session. what is ridiculous for you might not be the same for others. You don't speak for me.
The immunities in the game have gotten completely out of hand. Buy a couple of ship packs, slap in a bunch of ship, space traits, gear, and you're a zombie ship.
psst...nerfing NPC hp is a buff for players.... just saying.
the rest is about good gameplay.
Did you just stop reading at the word "Nerf"?
Actually there is actually some sort of/kind of NPC HP nerf in the current mechanic wherein you can one shot mobs/same Hp as player HP in PvP. It is called normal difficulty.
What's with your fixation on PvP? I don't recall anyone mentioning it besides you and you mention it a lot.
Also, your condescending posts not only makes you look bad, it also makes other DPSers look bad too. You really need to look out for the community as a whole and not just yourself man.
No, it's because they have longer firing cycles. They're actively firing for 4 seconds before they refresh the drained power, so they can benefit from an overcap of 4xPTR, while DHC's only are active for 1 second before they refresh the drained power, so they only benefit from an overcap of 1xPTR.
I think that's why cannons are hit harder by lag than beams. If one were to get 2 second lag the beams will still be on a firing cycle but the cannons will miss the user's instructions to start firing again.
I would like to see a buff to the disco balls, longer duration times, brighter colors, and a song list to choose from. Maybe the ability to launch a string of them at once.
Enough with the nerfs, You don't like beams. Do use them, stop TRIBBLE everyone else over.
Beams should out perform cannons when using AOE abilities. due to having a better firing arc. Base dmg wise against a single target cannons should be stronger than beams due to the limited firing arc so should get a bonus for having this penalty.
Cannons are still very powerful using rapid fire or scatter volley. However piloting a cannon escort takes far more skill than a beam escort due to all the firepower is within a 90% arc its not as easy to rotate shield facings and keep decent firepower when the majority of it is in the front and you have a fragile ship.
Also this is a Star Trek game, beams are the primary weapon on every Federation starship bar the Defiant which also has beam arrays equipped.
Also why else should beams be stronger. Simple beams run along an emitter array where power is channeled through those emitters across that array discharging a sustained blast.
example of beams and some torps
Did you even read anything I said or...?
Where did I ever say to nerf Beams?
Wow. Just wow. HOW about the Title of Your Thread? Or did someone else write that?
"Suggestions for the next round of Buffs and Nerfs!"
Wow. Just wow. HOW about the Title of Your Thread? Or did someone else write that?
"Suggestions for the next round of Buffs and Nerfs!"
Remember that now? I'm with Supergirl.
... Did you not read it either? I pointed out several Buffs, to many various things, and asked to investigate Overcapping. At no point did I say anything along the lines of "HEY, NERF BEAMS!"
If that results in Beams not benefiting from overcapping anymore, that is a fix, not a "nerf."
If overcapping is intended, then Cannons should also benefit from it as well - a net change of 0 to Beams. If overcapping isn't intended, then that's literally the definition of not WAI, and it should be corrected. Not a "nerf" to Beams, but rather a fix to bring them back to intended parameters.
Wow. Just wow. HOW about the Title of Your Thread? Or did someone else write that?
"Suggestions for the next round of Buffs and Nerfs!"
Remember that now? I'm with Supergirl.
... Did you not read it either? I pointed out several Buffs, to many various things, and asked to investigate Overcapping. At no point did I say anything along the lines of "HEY, NERF BEAMS!"
If that results in Beams not benefiting from overcapping anymore, that is a fix, not a "nerf."
If overcapping is intended, then Cannons should also benefit from it as well - a net change of 0 to Beams. If overcapping isn't intended, then that's literally the definition of not WAI, and it should be corrected. Not a "nerf" to Beams, but rather a fix to bring them back to intended parameters.
Wow. Just wow. HOW about the Title of Your Thread? Or did someone else write that?
"Suggestions for the next round of Buffs and Nerfs!"
Remember that now? I'm with Supergirl.
... Did you not read it either? I pointed out several Buffs, to many various things, and asked to investigate Overcapping. At no point did I say anything along the lines of "HEY, NERF BEAMS!"
If that results in Beams not benefiting from overcapping anymore, that is a fix, not a "nerf."
If overcapping is intended, then Cannons should also benefit from it as well - a net change of 0 to Beams. If overcapping isn't intended, then that's literally the definition of not WAI, and it should be corrected. Not a "nerf" to Beams, but rather a fix to bring them back to intended parameters.
Thankfully the devs don't read the forums either.
Why's that?
If you think it's a bad suggestion, you should at least justify why you think so - otherwise it's a pointless, borderline troll, post.
Changing FAW will also require a rework of some STFs. Some of the STFs seem to be tailored towards FAW spam.
Not sure about 'tailored', but I would say that the reason FAW works so well in ISA, for example, is that most of the targets barely move, which allows the park-n-shoot FAW spam-method and the resulting high DPS numbers.
Not just ISA.
It also works for Fleet Alert, CC, Khitomer, Cure, GG, Undine BZ, general space patrols/FEs and more - those are just the ones I can think of off the top of my head.
Of course you have to move around to get the spawns (and maybe hit F once or twice), but once you're there, Park and Pew.
Not to mention all the Iconian related STFs with their spawn SPAM.
Balance is a delicate thing though. You can't nerf player abilities without a corresponding adjustment in NPC hitpoints and damage. While most of us tend to gravitate and look towards the top DPS players as proof of imbalance, it's usually the mid end that gets hit hard whenever a nerf comes in and that's where the majority of the players are.
Changing FAW will also require a rework of some STFs. Some of the STFs seem to be tailored towards FAW spam.
Not sure about 'tailored', but I would say that the reason FAW works so well in ISA, for example, is that most of the targets barely move, which allows the park-n-shoot FAW spam-method and the resulting high DPS numbers.
Not just ISA.
It also works for Fleet Alert, CC, Khitomer, Cure, GG, Undine BZ, general space patrols/FEs and more - those are just the ones I can think of off the top of my head.
Of course you have to move around to get the spawns (and maybe hit F once or twice), but once you're there, Park and Pew.
Not to mention all the Iconian related STFs with their spawn SPAM.
Balance is a delicate thing though. You can't nerf player abilities without a corresponding adjustment in NPC hitpoints and damage. While most of us tend to gravitate and look towards the top DPS players as proof of imbalance, it's usually the mid end that gets hit hard whenever a nerf comes in and that's where the majority of the players are.
Quite true. That's why I said that one of the first things that needs to be looked at (nerf wise) is NPC HP. They were, as far as I know, jacked up and increased based off of artificially inflated DPS coming from things like the broken Enhanced Armor Penetration and Plasma Doping (either the Burn or Explosion). Now that those two errant abilities have been corrected, it's time that the unnecessarily high HP is looked at.
Top end players still continue to blaze right through HP meatsponges as if they weren't even there, but it's the middle and low end that struggle with it. The top end is going to blast through regardless of what they do, but the rest of the population is getting screwed over by the HP.
Changing FAW will also require a rework of some STFs. Some of the STFs seem to be tailored towards FAW spam.
Not sure about 'tailored', but I would say that the reason FAW works so well in ISA, for example, is that most of the targets barely move, which allows the park-n-shoot FAW spam-method and the resulting high DPS numbers.
Not just ISA.
It also works for Fleet Alert, CC, Khitomer, Cure, GG, Undine BZ, general space patrols/FEs and more - those are just the ones I can think of off the top of my head.
Of course you have to move around to get the spawns (and maybe hit F once or twice), but once you're there, Park and Pew.
Not to mention all the Iconian related STFs with their spawn SPAM.
Balance is a delicate thing though. You can't nerf player abilities without a corresponding adjustment in NPC hitpoints and damage. While most of us tend to gravitate and look towards the top DPS players as proof of imbalance, it's usually the mid end that gets hit hard whenever a nerf comes in and that's where the majority of the players are.
Add that to the list of reasons I prefer that Beam Overload, cannons, and torpedoes get a boost. I agree with the idea that it may seem easier to whack down the one broken power, but then the big bads need to be readjusted too. Factoring in the story missions, the queues, whatever else, raising 2.5 weapons to at least the neighborhood of the power of BFAW is easier, than nerfing BFAW and all the enemies HP sponges too.
Comments
The GunShip Guild (Cannoneers aka Cannon lovers) need a lot of love as well. For concentrated bursts of energy attacks, why are they suffering a HORRID drop-off rate at the expense of a miniscule damage gain vs today's enemies? Much like Transphasics, it's a mechanic that was relevant many Season's ago, but needs to be changed going forward.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Well thanks. And, if torps worked better; you would be seeing more results from shield pen.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
What I'd love to see now, is another post by Bort, how they did some internal testing, and how's he's now gonna buff torps, for 'parity' and all that.
There was a time when my Alpha Strike was something Id hit once during a run through a map. Now its barely on Cooldown and there are times where its up more often then I actually need it thanks to things like AHOD.
I most definitely benefit from AHODs current set up. But its definitely something I feel would be completely detrimental to replace with anything else. So all those Starship Traits Ive gained since the launch of T6 ships are collecting dust because I cant bring myself to gimp myself. It definitely needs to be reigned in. Even at the cost of me no longer having my Alpha Strike on a 40 second cooldown.
Boarding Party needs to transport directly to the target (just like they do coming back), after target shields are down if the target has them, and they need to not be automatically countered by Tactical Team which is always spammed. Using it should also briefly disable your own shields.
Crew size and crew in general also need to mean something to ships in combat.
I had a suggestion over a year ago about how to balance tier I-III abilities like tactical team, boarding party, hazard emitters etc. Basically the higher the tier of the offensive ability the higher the tier the defensive ability needs to be to counter it automatically, otherwise there's only a chance of countering. The percentage values I used were just examples.
http://www.arcgames.com/en/forums#/discussion/1147701/proposal-to-change-the-way-skills-are-countered-negated-via-the-curren-tiering-system
Read it and add your input or support/disagreement.
What I know for sure is it's really dumb the way it all works now.
Power drains work on NPCs, but only up until Advanced queues. Completely worthless in Elite queues. The Tachyon Beam spheres use in Advanced queues is like getting hit by Tachyon Beam 3 with flow caps at 450. Pretty nasty if you're not prepared for it.
I would look forward to the day cannons and torpedoes can do more with the limited firing arcs they have. They deserve better than they have gotten. These 2 need quite a bit of help indeed
Isn't the reason beams (which suffer from inferior firing cycle mechanics) "benefit" so much from overcapping that they drain so damn much when fired in concert, and thereby need more of an overcap to offset/negate that drain and maintain consistent power levels? Wouldn't making cannon weapons (which benefit from superior firing cycle mechanics) "benefit" equally just mean an increase in firing drain for cannon weapons, and would that really be helping anyone?
I am actually more in favor of HP, shield effective hp specifically. So that I can see Marsh do that powerful torps with shield penetration magic. And continue to see Corbin do a max one hit 3m+ damage using a WAI legit Sci boff ability.
On ground, Eng and Tacs are technically the same DPS wise. However, the issue remains the same. Players playing tacs are more or there are more tacs in the DPS table. But the last official info graph showed that there are more tacs than sci+eng toons combined.
Based on the ground issue, even if there is some sort of parity Tacs in space, Tacs will still most likely still dominate or still be popular.
one would think, but no matter how much one overcaps with cannons, there's still a bit of drain. Although overcapping pretty straight forward with beams it gets weird with cannons.
As John Lennon once said, "Parity is what happens while you're making other plans."
Pretty nasty even if you are. And it's frankly stupid the drain resist enemies on elite have.
No, it's because they have longer firing cycles. They're actively firing for 4 seconds before they refresh the drained power, so they can benefit from an overcap of 4xPTR, while DHC's only are active for 1 second before they refresh the drained power, so they only benefit from an overcap of 1xPTR.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
Not just ISA.
It also works for Fleet Alert, CC, Khitomer, Cure, GG, Undine BZ, general space patrols/FEs and more - those are just the ones I can think of off the top of my head.
Of course you have to move around to get the spawns (and maybe hit F once or twice), but once you're there, Park and Pew.
Can we please STOP with the NERFs? I don't speak for the community and only for myself...this is not altruistic and not doing me any favors for the benefit of the game...just another whining session. what is ridiculous for you might not be the same for others. You don't speak for me.
Original STO beta tester.
psst...nerfing NPC hp is a buff for players.... just saying.
the rest is about good gameplay.
Did you just stop reading at the word "Nerf"?
Actually there is actually some sort of/kind of NPC HP nerf in the current mechanic wherein you can one shot mobs/same Hp as player HP in PvP. It is called normal difficulty.
The immunities in the game have gotten completely out of hand. Buy a couple of ship packs, slap in a bunch of ship, space traits, gear, and you're a zombie ship.
What's with your fixation on PvP? I don't recall anyone mentioning it besides you and you mention it a lot.
Also, your condescending posts not only makes you look bad, it also makes other DPSers look bad too. You really need to look out for the community as a whole and not just yourself man.
I think that's why cannons are hit harder by lag than beams. If one were to get 2 second lag the beams will still be on a firing cycle but the cannons will miss the user's instructions to start firing again.
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Wow. Just wow. HOW about the Title of Your Thread? Or did someone else write that?
"Suggestions for the next round of Buffs and Nerfs!"
Remember that now? I'm with Supergirl.
... Did you not read it either? I pointed out several Buffs, to many various things, and asked to investigate Overcapping. At no point did I say anything along the lines of "HEY, NERF BEAMS!"
If that results in Beams not benefiting from overcapping anymore, that is a fix, not a "nerf."
If overcapping is intended, then Cannons should also benefit from it as well - a net change of 0 to Beams. If overcapping isn't intended, then that's literally the definition of not WAI, and it should be corrected. Not a "nerf" to Beams, but rather a fix to bring them back to intended parameters.
Thankfully the devs don't read the forums either.
Why's that?
If you think it's a bad suggestion, you should at least justify why you think so - otherwise it's a pointless, borderline troll, post.
Not to mention all the Iconian related STFs with their spawn SPAM.
Balance is a delicate thing though. You can't nerf player abilities without a corresponding adjustment in NPC hitpoints and damage. While most of us tend to gravitate and look towards the top DPS players as proof of imbalance, it's usually the mid end that gets hit hard whenever a nerf comes in and that's where the majority of the players are.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Quite true. That's why I said that one of the first things that needs to be looked at (nerf wise) is NPC HP. They were, as far as I know, jacked up and increased based off of artificially inflated DPS coming from things like the broken Enhanced Armor Penetration and Plasma Doping (either the Burn or Explosion). Now that those two errant abilities have been corrected, it's time that the unnecessarily high HP is looked at.
Top end players still continue to blaze right through HP meatsponges as if they weren't even there, but it's the middle and low end that struggle with it. The top end is going to blast through regardless of what they do, but the rest of the population is getting screwed over by the HP.
Add that to the list of reasons I prefer that Beam Overload, cannons, and torpedoes get a boost. I agree with the idea that it may seem easier to whack down the one broken power, but then the big bads need to be readjusted too. Factoring in the story missions, the queues, whatever else, raising 2.5 weapons to at least the neighborhood of the power of BFAW is easier, than nerfing BFAW and all the enemies HP sponges too.