You guys bitched whined so WTFE, thats what you get. Deal. Love the haters in STO. I can't get it so its OP so nerf it.
Not necessarily OP mind you but everyone out there who obviously doesn't have it and use torps... but come next Tuesday they will LOL.
The Kemo bug affects a S11 power in creating infinite torps, so they kill two birds with one stone by fixing the infinite torp bug. Hopefully they also fix the multiple activations on the use of TS also.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Can't have a honest conversation because of a white knight with power
Maybe just maybe Cryptic need to assess and properly balance things when they release them so we don't keep having these issues. so far since Delta Rising we've had the Plasma Embassy Consoles adjusted twice. Surgical Strikes adjusted, Iconic Turbulence adjusted, Neutronic Torpedo adjusted, a big whine about Beams being overpowered compared to Cannons, Pets have been fixed, and i'm sure there are others.
Maybe just maybe Cryptic need to assess and properly balance things when they release them so we don't keep having these issues. so far since Delta Rising we've had the Plasma Embassy Consoles adjusted twice. Surgical Strikes adjusted, Iconic Turbulence adjusted, Neutronic Torpedo adjusted, a big whine about Beams being overpowered compared to Cannons, Pets have been fixed, and i'm sure there are others.
I was with you till you called beams a whine and pets fixed...if you don't think beams are OP and pets were nerfed into the ground then you're obviously biased as hell...but hey...I think I forgot who I was talking to...you're one of the ones who didn't want them to fix the embassy consoles right?
So I guess no surprise there...don't want them to fix your broken powers that you need as a crutch to get decent dps...afraid something might actually catch up to or surpass beams if they actually were more equal.
Can't have a honest conversation because of a white knight with power
Maybe just maybe Cryptic need to assess and properly balance things when they release them so we don't keep having these issues. so far since Delta Rising we've had the Plasma Embassy Consoles adjusted twice. Surgical Strikes adjusted, Iconic Turbulence adjusted, Neutronic Torpedo adjusted twice, a big whine about Beams being overpowered compared to Cannons, Torps with multiple bugs, Mines getting the shaft, Pets have been fixed, and i'm sure there are others.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
RRtW puts FAW on a 15 second CD, so no they do not stack.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
Unless they fixed it...I remember when the Pilot ships originally launched people tested RRtW and it benefited Beams much more than Cannons...
Can't have a honest conversation because of a white knight with power
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
Unless they fixed it...I remember when the Pilot ships originally launched people tested RRtW and it benefited Beams much more than Cannons...
That's because beams have a long firing cycle. DHCs have an extremely short firing cycle so that 60% haste isn't going to do much. RRtW works well-ish with Dual cannons and single cannons since they have a firing cycle where that 60% multiplied to it will have an effect.
Reroute Reserves to Weapons shares a cooldown with ALL weapon enhancements. It does not stack with Fire At Will, Surgical Strikes or any Cannon skills.
Test it if you like, RRtW puts all Weapon Enhancement skills on global 15 second cooldown. The Arbiter Trait is currently the only ability that stacks haste with Weapon Enhancements.
Well that sucks. I guess I won't be using RRtW. Thanks for testing it out.
Given the rate of power creep I imagine we will see more weapon haste stuff in the future though. I haven't given up hope of getting that three BFAW volleys quiet yet.
Maybe just maybe Cryptic need to assess and properly balance things when they release them so we don't keep having these issues. so far since Delta Rising we've had the Plasma Embassy Consoles adjusted twice. Surgical Strikes adjusted, Iconic Turbulence adjusted, Neutronic Torpedo adjusted, a big whine about Beams being overpowered compared to Cannons, Pets have been fixed, and i'm sure there are others.
I was with you till you called beams a whine and pets fixed...if you don't think beams are OP and pets were nerfed into the ground then you're obviously biased as hell...but hey...I think I forgot who I was talking to...you're one of the ones who didn't want them to fix the embassy consoles right?
So I guess no surprise there...don't want them to fix your broken powers that you need as a crutch to get decent dps...afraid something might actually catch up to or surpass beams if they actually were more equal.
I agree Pets were nerfed into the ground maybe that didn't come across well in my post. As far as Beams vs Cannons go i'm still on the side that Cannons require a different style of play and superior piloting skill, When in firing arc Cannons are just as deadly as Beams. The biggest hindrance to Cannons users is the firing arc. If they had the same firing arc as Beams there would be very little complaint.
Yes there is a bias towards Beams in the game where certain consoles/powers work with Beams and not Cannons, but i still argue how can you make a weapon with a 45" arc comparable to one with 250" when the 250" arc has so much more range and uptime to keep firing on a moving target thats what Cannons users seem to not get when having this debate between those 2 weapons types. Cannons could have all the benefits as Beams but still would fall short as there's too much disparity between the firing arc to truly make Cannons equal. Skilled pilots will compete but not beat Beam
Also the inflated hit points that came with Delta Rising have highlighted this issue with Cannons. Cannon power hasn't increased but the NPC's health has. So post DR you have to spend more time Beams included shooting said NPC to kill it, Which means more chance that either
1. NPC flies out of you're firing arc
2. You fly out of you're firing arc
So its the hit point scaling that has made Cannons feel so weak. I'm not ignoring that there are issues with Cannons but these things i have mentioned here are my options as to why i feel Cannons feel weaker than Beams and would stay weaker with Beams even if Overcapping/Embassy consoles/Traits ect worked with Cannons
And on the Plasma Embassy consoles i was against them being nerfed on the grounds that we had an upgrade event, lots of people myself included upgraded these consoles only for the day after the event those consoles to get nerfed and Cryptic "forgot" to put it in the patch notes, RL money i spent for the dil to fund those upgrades was wasted, that was/is my beef with that fix
I think Supergirl's analysis is correct here. With the 'rcs slide' pilot skill and the pilot ship maneuvers I could keep on target about 50% of the time - maybe a little more. I fly at top speed for pedal to metal trait but with engines at low power.Cannons should be doing 2x or 3x the damage to make up for their low arcs.
But cryptic seems very concerned about cannon and part gen builds being overpowered. Also transphasic torpedoes for some reason. Anything else can do 100,000 dps with a broken mess and that's fine.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
If it affects me by causing significant lag, it absolutely IS my business, and you ARE accountable for your choice to continue using it knowing full well the detrimental effect it has on others.
I'm totally fine with kemo being nerfed. In fact I'm happy cause I haven't spent a single EC/Dil/Zen towards it my build doesn't use kemo or tac powers and does just fine. All in all I'm happy.
That's not going to cure the lag, and that's no excuse to continue knowingly diminishing someone else's experience, which, despite all the tap-dancing and rationalizing, is exactly what some people are doing. There are those who even brag about exploiting the lag to "defeat" others.
Maybe just maybe Cryptic need to assess and properly balance things when they release them so we don't keep having these issues. so far since Delta Rising we've had the Plasma Embassy Consoles adjusted twice. Surgical Strikes adjusted, Iconic Turbulence adjusted, Neutronic Torpedo adjusted, a big whine about Beams being overpowered compared to Cannons, Pets have been fixed, and i'm sure there are others.
I was with you till you called beams a whine and pets fixed...if you don't think beams are OP and pets were nerfed into the ground then you're obviously biased as hell...but hey...I think I forgot who I was talking to...you're one of the ones who didn't want them to fix the embassy consoles right?
So I guess no surprise there...don't want them to fix your broken powers that you need as a crutch to get decent dps...afraid something might actually catch up to or surpass beams if they actually were more equal.
I agree Pets were nerfed into the ground maybe that didn't come across well in my post. As far as Beams vs Cannons go i'm still on the side that Cannons require a different style of play and superior piloting skill, When in firing arc Cannons are just as deadly as Beams. The biggest hindrance to Cannons users is the firing arc. If they had the same firing arc as Beams there would be very little complaint.
Yes there is a bias towards Beams in the game where certain consoles/powers work with Beams and not Cannons, but i still argue how can you make a weapon with a 45" arc comparable to one with 250" when the 250" arc has so much more range and uptime to keep firing on a moving target thats what Cannons users seem to not get when having this debate between those 2 weapons types. Cannons could have all the benefits as Beams but still would fall short as there's too much disparity between the firing arc to truly make Cannons equal. Skilled pilots will compete but not beat Beam
Also the inflated hit points that came with Delta Rising have highlighted this issue with Cannons. Cannon power hasn't increased but the NPC's health has. So post DR you have to spend more time Beams included shooting said NPC to kill it, Which means more chance that either
1. NPC flies out of you're firing arc
2. You fly out of you're firing arc
So its the hit point scaling that has made Cannons feel so weak. I'm not ignoring that there are issues with Cannons but these things i have mentioned here are my options as to why i feel Cannons feel weaker than Beams and would stay weaker with Beams even if Overcapping/Embassy consoles/Traits ect worked with Cannons
And on the Plasma Embassy consoles i was against them being nerfed on the grounds that we had an upgrade event, lots of people myself included upgraded these consoles only for the day after the event those consoles to get nerfed and Cryptic "forgot" to put it in the patch notes, RL money i spent for the dil to fund those upgrades was wasted, that was/is my beef with that fix
Okay....so the record with beams is what 233k dps...lets say when you can show me a Cannon build that parses for ohh say...I'll be nice and say 190k DPS...maybe I'll believe you. Arcs don't matter in a game where you can park and spray...not like the Probes and Spheres are threatening to go to warp. All it takes is a Gravity Well to hold all them Spheres and Probes in place...
More than a bias...the deck is absolutely positively stacked 100% in beams favor for like almost a dozen reasons...
Can't have a honest conversation because of a white knight with power
LOL right. Next time I hope they nerf your weapon bro. Haters gonna hate.
Sounds like another FAW TAC to me.
Kemocite was confirmed broken. Broken doesn't mean overpowered. It means the ability is not working as originally designed or as described in the tool box. Stuff can break for the better of the ability, such as Kemocite being more effective as it was designed and described to be. But remember when FAW was broken into not granting Critical hits? That was the negative side of something being broken.
Kemocite, in its current form, was broken to allow players to reach damage numbers they should not be able to reach as per description of the ability. And this brokenness is going to be fixed. Just like anything broken should be fixed.
Now, on the question of it being OP, one has to ask two things.
1) Something being OP will hurt PvP a lot, should anybody at this point still worry about the coffin we buried PvP in a year ago? Or in better terms should we worry on the effect of something OP on whatever remains of PvP?
2) With content in this game being designed more and more around DPS (see any Advanced/Elite PvE with the timers for killing stuff), will an OP damage ability help players to finally defeat the content, or will it just lead to more and more DPS-heavy content requiring more and more high damage numbers to defeat?
These questions were just food for thought, and as such I won't give an answer, other than giving the maxim: "Asking a question is answering it."
Personally, I feel that Kemocite should have been fixed a long time ago, and probably nerfed in effectiveness. This is spoken as a person who switches between beams, cannons and torpedoes on each character, with just one of the 10 chars being a FAW DPS character. And no, I never got a single copy of Kemocite. But that is out of principle that I feel that boff powers should not be lock-box exclusive.
There is a huge difference between a beam ability actually granting crits, vs a torpedo ability granting crits + multiple hits stacked unto regular multiple hits!
Think of bfaw granting crits which it should, but for every hit, it hits 2-3X per actual hit, all while not even having to actually use the ability!!!
Because every torpedo spread, should be able to hit with the force of 2-5 spreads, while never actually having to use the ability!!!
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
No, CSV is not like Beam Overload. It affects all cannons (and turrets). It has an AoE limitation based on your primary target, which is not exactly the same as the weapon arc limitation. If you fire BFAW, it will also hit targets at your back if you target someone in front (provided a target is in your rear fire arc for some of your beams), but CSV will not let turrets fire behind you if your target is in your front, for example.
And I am almost certain that CSV also lasts 10 seconds.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Continuing off of what @kamiyama317 said in this post (Good post btw. RRtW works with FaW? Didn't know that.), here's something else to consider; the output of the log file. Having the log file written to a faster physical drive, or even to RAM, helps to alleviate the "slideshow" affect that many see. Mind you, this is not a cure-all, but it does help some with the 'frame rate' issue.
Well I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
No, CSV is not like Beam Overload. It affects all cannons (and turrets). It has an AoE limitation based on your primary target, which is not exactly the same as the weapon arc limitation. If you fire BFAW, it will also hit targets at your back if you target someone in front (provided a target is in your rear fire arc for some of your beams), but CSV will not let turrets fire behind you if your target is in your front, for example.
And I am almost certain that CSV also lasts 10 seconds.
Does not. CSV only lasts one volley. It's more like BO that way.
Okay....so the record with beams is what 233k dps...lets say when you can show me a Cannon build that parses for ohh say...I'll be nice and say 190k DPS...maybe I'll believe you. Arcs don't matter in a game where you can park and spray...not like the Probes and Spheres are threatening to go to warp. All it takes is a Gravity Well to hold all them Spheres and Probes in place...
More than a bias...the deck is absolutely positively stacked 100% in beams favor for like almost a dozen reasons...
Firing arc is important esp with Cannons as all you're dps is focused within that 45' arc. Also you know and i know it is not possible for Cannons to hit those type of numbers, in fact Beams aren't hitting those numbers its the many buffs Beams get that allow those numbers.
1. Beam Barrage
2. Plasma Embassy Consoles
3. Iconian 4 piece damage buff
4. Anchored
5. Fluidic Coccoon
6. Attack Pattern Beta debuff
7. Delta Prime
8. Numerical Superiority
9. Emergency Weapon Cycle
10. Pedal to the Metal
11. Kemocite
12. Research Consoles
13. Doff that increases crit chance for Beams
14. Marion for DEM
15. Emergency power to weapons
A few of these don't work with Cannons so Beams do have a lot of HELP to reach high numbers.
Now is that Beams fault or is that the Developers ignoring and failing to Develop equal buffs to Cannons and all energy types ?
My option on Cannons vs Beams isn't based upon these buffs i based it simply on Beams vs Cannons with standard powers BFAW and CSV/CRF. and they are much closer than you think. Beams have the edge if you broadside as they can be equipped both fore and aft so you basically get equal firepower fore and aft and have double the weapons Cannons can bring to bare. . However 4 Cannons vs 4 Beams target constantly within firing arc there's little to no difference in overall DPS.
So Beams at base level aren't op'd, BFAW isn't op'd, it is the buffs/traits and consoles developed that push Beams to perform so much better. So Beams don't need to be nerfed Cannons need to have equal buffs/traits and consoles that work with them.
Compare Beam Barrage to Deft Cannoneer, BB +2 All Beam Damage bonus for 30 secs stacks up to 3 times. DC Gain turn rate and Inertia. Like a Escort needs a turn rate boost.
i don't care about kemocite being nerfed/balanced i just want his visual effect to be removed , the game engine cant handle with so many obscene effects. If you want to nerf something ... nerf FAW , a AoE skill that deals more dmg/target than normal hits is simply ... TRIBBLE. And its 90% of the combat up , and 360 deg. I think its destroying the gameplay by making it way to simple. But ppl like to have „good piloting skill” spaming FAW. I alt + F4 , exactly in the same instance as i see on my monitor „ i do high DPS because of my very good piloting skill” ,and i go kill a kitten.
Okay....so the record with beams is what 233k dps...lets say when you can show me a Cannon build that parses for ohh say...I'll be nice and say 190k DPS...maybe I'll believe you. Arcs don't matter in a game where you can park and spray...not like the Probes and Spheres are threatening to go to warp. All it takes is a Gravity Well to hold all them Spheres and Probes in place...
More than a bias...the deck is absolutely positively stacked 100% in beams favor for like almost a dozen reasons...
Firing arc is important esp with Cannons as all you're dps is focused within that 45' arc. Also you know and i know it is not possible for Cannons to hit those type of numbers, in fact Beams aren't hitting those numbers its the many buffs Beams get that allow those numbers.
1. Beam Barrage
2. Plasma Embassy Consoles
3. Iconian 4 piece damage buff
4. Anchored
5. Fluidic Coccoon
6. Attack Pattern Beta debuff
7. Delta Prime
8. Numerical Superiority
9. Emergency Weapon Cycle
10. Pedal to the Metal
11. Kemocite
12. Research Consoles
13. Doff that increases crit chance for Beams
14. Marion for DEM
15. Emergency power to weapons
A few of these don't work with Cannons so Beams do have a lot of HELP to reach high numbers.
Now is that Beams fault or is that the Developers ignoring and failing to Develop equal buffs to Cannons and all energy types ?
My option on Cannons vs Beams isn't based upon these buffs i based it simply on Beams vs Cannons with standard powers BFAW and CSV/CRF. and they are much closer than you think. Beams have the edge if you broadside as they can be equipped both fore and aft so you basically get equal firepower fore and aft and have double the weapons Cannons can bring to bare. . However 4 Cannons vs 4 Beams target constantly within firing arc there's little to no difference in overall DPS.
So Beams at base level aren't op'd, BFAW isn't op'd, it is the buffs/traits and consoles developed that push Beams to perform so much better. So Beams don't need to be nerfed Cannons need to have equal buffs/traits and consoles that work with them.
Compare Beam Barrage to Deft Cannoneer, BB +2 All Beam Damage bonus for 30 secs stacks up to 3 times. DC Gain turn rate and Inertia. Like a Escort needs a turn rate boost.
Look at that list...it's exactly as I said...a deck stacked against cannons...the only advantage beams had that was fixed was the embassy console critting with only FaW.
Forgetting beams have very little range drop off, less power drain, and they hit the target almost instantly...while cannons are incredibly and non-canonically sluggish...oh and there is weapon power overcapping which doesn't seem to work for cannons very well unless they finally fixed that?
Beams are by far a million times easier to use by cannons...so no...it isn't just the buffs that are making beams superior...the only negative of beams is that they do less damage...but the dozen buffs it gets over cannons more than makes up for the one negative they have.
Can't have a honest conversation because of a white knight with power
Comments
The Kemo bug affects a S11 power in creating infinite torps, so they kill two birds with one stone by fixing the infinite torp bug. Hopefully they also fix the multiple activations on the use of TS also.
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 I haven't tested it yet. I do have a pilot escort so I could test it when I get on later today though. My hope is that with the emergency weapons cycle trait and RRtW active that your beams will cycle around 3 seconds, which would give you enough time to fire of three BFAW volleys. BFAW only lasts 10 seconds.
I just haven't used the pilot escorts much because they don't have 8 weapon slots. I would like something similar to the Nicor but with pilot seating. Maybe someday we will get something similar - or maybe they will redo all the lockbox ships and bring them up to T6.
Ahh yes...another broken power that affects Beams better than Cannons (Not calling you out or anything...just yet another ability that oddly favors beams over cannons...another *bug*)
I was with you till you called beams a whine and pets fixed...if you don't think beams are OP and pets were nerfed into the ground then you're obviously biased as hell...but hey...I think I forgot who I was talking to...you're one of the ones who didn't want them to fix the embassy consoles right?
So I guess no surprise there...don't want them to fix your broken powers that you need as a crutch to get decent dps...afraid something might actually catch up to or surpass beams if they actually were more equal.
Sorry.. couldn't help myself
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.
RRtW puts FAW on a 15 second CD, so no they do not stack.
Well it doesn't just work for beams. Cannons would get the weapon haste too - it's just that CRF is single target where as BFAW is multi-target.
If you could pull this trick off with CSV that would help even the playing field but CSV is like BO in that it only upgrades one cannon shot, so weapon cycle time isn't a factor in CSV. You need a ability that lasts for X seconds for it to have synergy with abilities that grant weapon haste.
To be honest I don't see why CSV shouldn't last 10 seconds like BFAW does. The abilties are real similar.
Unless they fixed it...I remember when the Pilot ships originally launched people tested RRtW and it benefited Beams much more than Cannons...
That's because beams have a long firing cycle. DHCs have an extremely short firing cycle so that 60% haste isn't going to do much. RRtW works well-ish with Dual cannons and single cannons since they have a firing cycle where that 60% multiplied to it will have an effect.
Test it if you like, RRtW puts all Weapon Enhancement skills on global 15 second cooldown. The Arbiter Trait is currently the only ability that stacks haste with Weapon Enhancements.
Given the rate of power creep I imagine we will see more weapon haste stuff in the future though. I haven't given up hope of getting that three BFAW volleys quiet yet.
I agree Pets were nerfed into the ground maybe that didn't come across well in my post. As far as Beams vs Cannons go i'm still on the side that Cannons require a different style of play and superior piloting skill, When in firing arc Cannons are just as deadly as Beams. The biggest hindrance to Cannons users is the firing arc. If they had the same firing arc as Beams there would be very little complaint.
Yes there is a bias towards Beams in the game where certain consoles/powers work with Beams and not Cannons, but i still argue how can you make a weapon with a 45" arc comparable to one with 250" when the 250" arc has so much more range and uptime to keep firing on a moving target thats what Cannons users seem to not get when having this debate between those 2 weapons types. Cannons could have all the benefits as Beams but still would fall short as there's too much disparity between the firing arc to truly make Cannons equal. Skilled pilots will compete but not beat Beam
Also the inflated hit points that came with Delta Rising have highlighted this issue with Cannons. Cannon power hasn't increased but the NPC's health has. So post DR you have to spend more time Beams included shooting said NPC to kill it, Which means more chance that either
1. NPC flies out of you're firing arc
2. You fly out of you're firing arc
So its the hit point scaling that has made Cannons feel so weak. I'm not ignoring that there are issues with Cannons but these things i have mentioned here are my options as to why i feel Cannons feel weaker than Beams and would stay weaker with Beams even if Overcapping/Embassy consoles/Traits ect worked with Cannons
And on the Plasma Embassy consoles i was against them being nerfed on the grounds that we had an upgrade event, lots of people myself included upgraded these consoles only for the day after the event those consoles to get nerfed and Cryptic "forgot" to put it in the patch notes, RL money i spent for the dil to fund those upgrades was wasted, that was/is my beef with that fix
But cryptic seems very concerned about cannon and part gen builds being overpowered. Also transphasic torpedoes for some reason. Anything else can do 100,000 dps with a broken mess and that's fine.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Okay....so the record with beams is what 233k dps...lets say when you can show me a Cannon build that parses for ohh say...I'll be nice and say 190k DPS...maybe I'll believe you. Arcs don't matter in a game where you can park and spray...not like the Probes and Spheres are threatening to go to warp. All it takes is a Gravity Well to hold all them Spheres and Probes in place...
More than a bias...the deck is absolutely positively stacked 100% in beams favor for like almost a dozen reasons...
There is a huge difference between a beam ability actually granting crits, vs a torpedo ability granting crits + multiple hits stacked unto regular multiple hits!
Think of bfaw granting crits which it should, but for every hit, it hits 2-3X per actual hit, all while not even having to actually use the ability!!!
Because every torpedo spread, should be able to hit with the force of 2-5 spreads, while never actually having to use the ability!!!
Praetor of the -RTS- Romulan Tal Shiar fleet!
No, CSV is not like Beam Overload. It affects all cannons (and turrets). It has an AoE limitation based on your primary target, which is not exactly the same as the weapon arc limitation. If you fire BFAW, it will also hit targets at your back if you target someone in front (provided a target is in your rear fire arc for some of your beams), but CSV will not let turrets fire behind you if your target is in your front, for example.
And I am almost certain that CSV also lasts 10 seconds.
Does not. CSV only lasts one volley. It's more like BO that way.
CRF and BFAW both last 10 seconds
CSV and BO only last one shot.
sir your sig is most distracting...in a good way who doesnt think elvira is hot yowza
nice sig man good taste
Firing arc is important esp with Cannons as all you're dps is focused within that 45' arc. Also you know and i know it is not possible for Cannons to hit those type of numbers, in fact Beams aren't hitting those numbers its the many buffs Beams get that allow those numbers.
1. Beam Barrage
2. Plasma Embassy Consoles
3. Iconian 4 piece damage buff
4. Anchored
5. Fluidic Coccoon
6. Attack Pattern Beta debuff
7. Delta Prime
8. Numerical Superiority
9. Emergency Weapon Cycle
10. Pedal to the Metal
11. Kemocite
12. Research Consoles
13. Doff that increases crit chance for Beams
14. Marion for DEM
15. Emergency power to weapons
A few of these don't work with Cannons so Beams do have a lot of HELP to reach high numbers.
Now is that Beams fault or is that the Developers ignoring and failing to Develop equal buffs to Cannons and all energy types ?
My option on Cannons vs Beams isn't based upon these buffs i based it simply on Beams vs Cannons with standard powers BFAW and CSV/CRF. and they are much closer than you think. Beams have the edge if you broadside as they can be equipped both fore and aft so you basically get equal firepower fore and aft and have double the weapons Cannons can bring to bare. . However 4 Cannons vs 4 Beams target constantly within firing arc there's little to no difference in overall DPS.
So Beams at base level aren't op'd, BFAW isn't op'd, it is the buffs/traits and consoles developed that push Beams to perform so much better. So Beams don't need to be nerfed Cannons need to have equal buffs/traits and consoles that work with them.
Compare Beam Barrage to Deft Cannoneer, BB +2 All Beam Damage bonus for 30 secs stacks up to 3 times. DC Gain turn rate and Inertia. Like a Escort needs a turn rate boost.
Look at that list...it's exactly as I said...a deck stacked against cannons...the only advantage beams had that was fixed was the embassy console critting with only FaW.
Forgetting beams have very little range drop off, less power drain, and they hit the target almost instantly...while cannons are incredibly and non-canonically sluggish...oh and there is weapon power overcapping which doesn't seem to work for cannons very well unless they finally fixed that?
Beams are by far a million times easier to use by cannons...so no...it isn't just the buffs that are making beams superior...the only negative of beams is that they do less damage...but the dozen buffs it gets over cannons more than makes up for the one negative they have.