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Dyson Destroyers to T6

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  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    meimeitoo wrote: »
    aesica wrote: »
    2) The ship's proton weapon needs to be unequippable and upgradable.

    Its Mk 'Infinite.' So, it doesn't really need Upgrading per se.

    What they *should* do with it, however, is enable BFAW for it, like on the EPW.

    yeah I was thinking they should make it a double beam bank that then switches to a dhc like the EPW goes from a beam to a single cannon.
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited August 2015
    meimeitoo wrote: »
    aesica wrote: »
    2) The ship's proton weapon needs to be unequippable and upgradable.

    Its Mk 'Infinite.' So, it doesn't really need Upgrading per se.

    What they *should* do with it, however, is enable BFAW for it, like on the EPW.

    I have not used my Dyson Destroyer in a long time, so a small question. Is the built in proton weapon capped at level 50 (purple mk x or blue mk xi) like most the "infinite" stuff?​​
  • aesicaaesica Member Posts: 736 Arc User
    edited August 2015
    meimeitoo wrote: »
    aesica wrote: »
    2) The ship's proton weapon needs to be unequippable and upgradable.

    Its Mk 'Infinite.' So, it doesn't really need Upgrading per se.

    What they *should* do with it, however, is enable BFAW for it, like on the EPW.
    I definitely agree that it should work with all cannon and beam abilities. Level-less items only scale so much though. When you take most level-less items and upgrade them through the upgrade system, the free Mk XII conversion that results is already more powerful, and from there, it has the ability to grow even stronger. There's also rarity levels, and until it gets to be epic quality by default, people are going to want to either have a way to upgrade it or the option to swap it out for something better.

    Edit:
    lsegn wrote: »
    The problem with making Proton tactical consoles is that there are only two pure Proton weapons in the game so it would only benefit the proc for Protonic Polaron weapons.

    There have always been six damage types so adding a seventh would just make things complicated. There is one very big reason why pure Proton weaponry will never happen... Proton damage cannot be resisted. Except by those Voth Rep consoles. That makes it way too powerful for its own good. The game was not designed to handle more than six basic damage types. That is why it can't happen.
    This is exactly why I think proton weapons should get the special treatment I suggested earlier in this thread. They should be able to gain bonuses from every single type of energy damage console, so whether you choose polaron, phaser, antiproton, etc your proton weapons will gain bonuses right along with everything else you're using.

    This way, proton weapons can be kept rarer, yet still be meaningful additions instead of something "cool" you made, only to throw onto one of your permanently-mothballed ships for storage.
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  • jupwisejupwise Member Posts: 31 Arc User
    aesica wrote: »
    meimeitoo wrote: »
    aesica wrote: »
    2) The ship's proton weapon needs to be unequippable and upgradable.

    Its Mk 'Infinite.' So, it doesn't really need Upgrading per se.

    What they *should* do with it, however, is enable BFAW for it, like on the EPW.
    I definitely agree that it should work with all cannon and beam abilities. Level-less items only scale so much though. When you take most level-less items and upgrade them through the upgrade system, the free Mk XII conversion that results is already more powerful, and from there, it has the ability to grow even stronger. There's also rarity levels, and until it gets to be epic quality by default, people are going to want to either have a way to upgrade it or the option to swap it out for something better.

    Edit:
    lsegn wrote: »
    The problem with making Proton tactical consoles is that there are only two pure Proton weapons in the game so it would only benefit the proc for Protonic Polaron weapons.

    There have always been six damage types so adding a seventh would just make things complicated. There is one very big reason why pure Proton weaponry will never happen... Proton damage cannot be resisted. Except by those Voth Rep consoles. That makes it way too powerful for its own good. The game was not designed to handle more than six basic damage types. That is why it can't happen.
    This is exactly why I think proton weapons should get the special treatment I suggested earlier in this thread. They should be able to gain bonuses from every single type of energy damage console, so whether you choose polaron, phaser, antiproton, etc your proton weapons will gain bonuses right along with everything else you're using.

    This way, proton weapons can be kept rarer, yet still be meaningful additions instead of something "cool" you made, only to throw onto one of your permanently-mothballed ships for storage.

    I will add this too. If we cannot change out the weapon, this might be a good alternative. Just one question... would this influece the proton dmg from the consoles too?
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    aesica wrote: »
    meimeitoo wrote: »
    aesica wrote: »
    2) The ship's proton weapon needs to be unequippable and upgradable.

    Its Mk 'Infinite.' So, it doesn't really need Upgrading per se.

    What they *should* do with it, however, is enable BFAW for it, like on the EPW.
    I definitely agree that it should work with all cannon and beam abilities. Level-less items only scale so much though. When you take most level-less items and upgrade them through the upgrade system, the free Mk XII conversion that results is already more powerful, and from there, it has the ability to grow even stronger. There's also rarity levels, and until it gets to be epic quality by default, people are going to want to either have a way to upgrade it or the option to swap it out for something better.

    Good points. Yes, let us upgrade the wep then already. And it will also take care of my OCD constantly nagging at me for that wep being the only purple thing on my ship. :P (Whereas the rest is Epic)

    Seriously, though, the EPW is also, natively, a cannon, that can do BFAW (2nd piece set-bonus, was it?). It would simply be consistent and make sense to do the same for that built-in wep.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    jupwise wrote: »
    Just one question... would this influece the proton dmg from the consoles too?

    Hella yes! Like the EPW is boosted by those consoles too.

    P.S. And, if possible, please add my 'Add BFAW to built-in wep' suggestion too.
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  • jupwisejupwise Member Posts: 31 Arc User
    Done! Any idea for mastery traits? Maybe something to do with proton weapons?
  • aesicaaesica Member Posts: 736 Arc User
    jupwise wrote: »
    I will add this too. If we cannot change out the weapon, this might be a good alternative. Just one question... would this influece the proton dmg from the consoles too?
    If memory serves, the +proton tac consoles give an inferior bonus to their vanilla counterparts, so even if proton weapons were allowed to double-dip, it might be legit to allow them that little bit of extra power to encourage people to use those consoles in their builds rather than the vanilla mag regulators/etc. I suspect fleet tac consoles would still be king though, so it doesn't matter much.
    jupwise wrote: »
    Done! Any idea for mastery traits? Maybe something to do with proton weapons?
    Anything from a damage bonus to a special x% chance effect would be neat. Even though we want the proton weapon that comes with the ship to be optional, it should be an option that players want to use. No more than one proton-based mastery trait though.
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  • jupwisejupwise Member Posts: 31 Arc User
    edited August 2015
    Hmm how about:

    Eng: chance on hit, heals shields or hull for TRIBBLE
    Sci: when using a science ability gain 1% dmg for 10 secs. This affect stacks x times
    Tac: chance on hit, do x proton dmg
    Post edited by jupwise on
  • jupwisejupwise Member Posts: 31 Arc User
    I do agree on the wep though... it should be an additional weaponslot in tac mode. To be filled by the player
  • potasssiumpotasssium Member Posts: 1,226 Arc User
    Feds have better ships, Nebula, Scryer, Rhode Island, ect..

    As a primarily KDF player I'm not too butt hurt about Sci ships, and I bought all three KDF Dyson ones. I'd like to see a T6 Gorn Sci ship, as well as a T6 Nausican Destroyer.

    Now as for the Romulans I upgraded my Harpia (Tactical Dyson ship) to T5U and my Reman Engineer uses it. I have always liked this ship. I just ignore the Destroyer aspect of her. The Romulan Dyson ships are aesthetically pleasing to me.
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  • jupwisejupwise Member Posts: 31 Arc User
    potasssium wrote: »
    Feds have better ships, Nebula, Scryer, Rhode Island, ect..

    As a primarily KDF player I'm not too butt hurt about Sci ships, and I bought all three KDF Dyson ones. I'd like to see a T6 Gorn Sci ship, as well as a T6 Nausican Destroyer.

    Now as for the Romulans I upgraded my Harpia (Tactical Dyson ship) to T5U and my Reman Engineer uses it. I have always liked this ship. I just ignore the Destroyer aspect of her. The Romulan Dyson ships are aesthetically pleasing to me.

    The romulan one looks a bit like the whitestar :)

    What do you think they should for a T6 dyson?
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    .
    jupwise wrote: »

    What do you think they should for a T6 dyson?

    Well, we had Solanae aesthetics, let's build a Herald Science Destroyer. :P I do hope if there's a T6 variant, they keep the flexibility. It's the ship's gimmick.

    I'm odd though - they put a console series for flavor in, I usually build around them.
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    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • jupwisejupwise Member Posts: 31 Arc User
    .
    jupwise wrote: »

    What do you think they should for a T6 dyson?

    Well, we had Solanae aesthetics, let's build a Herald Science Destroyer. :P I do hope if there's a T6 variant, they keep the flexibility. It's the ship's gimmick.

    I'm odd though - they put a console series for flavor in, I usually build around them.

    Well it would fit as the heralds have a dyson sphere too... and yeah i love the flex... its wonderful
  • lsegnlsegn Member Posts: 594 Arc User
    Here's a novel idea, classify Proton damage as a type of exotic damage. I always thought that would make it interesting so Exotic damage builds would have a weapon perfectly suited to them the same way disable, drain and debuff builds do.

    It would be far simpler than adding a full seventh weapon type which, as mentioned before, would break countless in-game items that have been built upon the old six type system for the last five years. Not to say that couldn't be done but it would be an enormous investment time which Cryptic can't afford right now.

    Now I'm just imagining a Scryer Exotic damage build with Protonic Polaron [CRTD]x3 and SSIII... that would be so awesome.
  • jupwisejupwise Member Posts: 31 Arc User
    lsegn wrote: »
    Here's a novel idea, classify Proton damage as a type of exotic damage. I always thought that would make it interesting so Exotic damage builds would have a weapon perfectly suited to them the same way disable, drain and debuff builds do.

    It would be far simpler than adding a full seventh weapon type which, as mentioned before, would break countless in-game items that have been built upon the old six type system for the last five years. Not to say that couldn't be done but it would be an enormous investment time which Cryptic can't afford right now.

    Now I'm just imagining a Scryer Exotic damage build with Protonic Polaron [CRTD]x3 and SSIII... that would be so awesome.

    Would be a possibility.. or connect it to polaron, as the only other protonic dmg comes from protonic polaron. Another possibility would be a console set bonus... increase polarom by 90% (would be about 3 tac consoles)
  • dragnridrdragnridr Member Posts: 671 Arc User
    people complaining about the Proton Exper. weapon, If you use the Gravametric Torp and the console, the experi. weapon also gets boosted by BFAW and CRF, along with Beam Overload and CSV. All that is not including the other boosts.

    I also agree with most others that the Fused DHC should be upgradeable along with the other weapons.

    Now making protonic weapons no longer different the other weapons by giving the other damage types protonic procs as well takes away what make protonic polorans unique.
    If you want every weapon to have protonic proc, then give every single weapon type each and every proc. Imagine tetryons with a plasma proc or Phasers with a poloran proc....Everything becomes pointless and ridiculous.
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  • potasssiumpotasssium Member Posts: 1,226 Arc User
    edited August 2015
    Proton a Exotic Damage would be an excellent solution, especially if it was affected my Particle Gens.

    I also think making them Protonic Phaser, Protonic Disruptors, and Protonicn Plasma depending on faction would be a simple fix.
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  • jupwisejupwise Member Posts: 31 Arc User
    Hmmm that would be complicated though and it depends what cryptic wants to do wit protonic dmg
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Fixing the experimental to use the subsystem targeting would help - would allow cannons or beams and still get those inbuilt sci-ship debuffs.
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    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • jupwisejupwise Member Posts: 31 Arc User
    Subsytem targeting is only available in sci mode afaik. As it should be i think
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Subsystem targeting is, but the experimental weapon doesn't 'accept' the buff to do subsystem targeting ala beam weapons do.
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    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • jupwisejupwise Member Posts: 31 Arc User
    Yeah but the weapon is not active during sci mode... So isnt that a moot point?
  • dragnridrdragnridr Member Posts: 671 Arc User
    jupwise wrote: »
    Yeah but the weapon is not active during sci mode... So isnt that a moot point?

    Sorry, but the experimental weapon is used in both modes. Unless your thinking of the proton DHCs, then they are cannons, so they won't get subsytem targeting anyway.
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  • blitzy4blitzy4 Member Posts: 839 Arc User
    I just think they should offer a range of proton weapons, not variants of other weapons, just proton, they could add them to the dyson store, maybe making them cost some marks too, for pure proton weapons.
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  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    jupwise wrote: »
    Yeah but the weapon is not active during sci mode... So isnt that a moot point?

    That's the proton cannons - the Experimental Proton Weapon is part of the Dyson reputation's weapon set - and also a pure proton weapon, it can use some of the tactical weapon abilities depending on the amount of set used



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    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • jupwisejupwise Member Posts: 31 Arc User
    Ahhh i stand corrected :)
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  • jupwisejupwise Member Posts: 31 Arc User
    dark4blood wrote: »
    jupwise wrote: »
    I would like to make a suggestion to bring the Dyson destroyers to T6. Why? A few reasons. For one, I love the versatility of the ship, being able to switch between roles quickly. More importantly though, it would give our Romulan and Klingon friends to have access to at least some T6 Science ships.

    Suggestions and ideas for T6:
    • LT Eng -> LT Cmdr Eng (or Perhaps the Universal LT to LT Cmdr for greater flexibility)
    • Perhaps change 1 seating to an Intel or pilot hybrid
    • Reduce cooldown of transformation
    • Perhaps being able to change the damage type of the built-in cannon / Rate of fire increase. Being able to switch out the weapon completely would also be an option. It would be an extra slot that is usable only in tac mode. If thecannons remain fixed it should get boni. Maybe from other damage types
    • Redo consoles and boni
    • Single Dyson swarmer Hanger bay
    • Bfaw works for built-in cannon too

    I don't think more changes are necessary but own Mastery traits would of course be needed, though I lack the imagination for this. Maybe somebody else has some ideas.

    * edited to add suggestions *

    ^Personally I think all lockbox and Event ships need a T6, but more like a Ship Upgrade version of a T6, not the charge another 30 dollars T6.

    True. I also have a jemhadar dread which i would love to have at T6
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Did could be fun continuin with pilot and Intel seats

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