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Omni Directional Space weapons restrictions

The current rule on OD space weapons is pointless.
Currently only one type allowed unless its AP and ancient AP.
OD's are just like turrets, and I hope someone from cryptic sees this and considers scrapping the current rule on them. As said its a pointless rule.
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    hanover2hanover2 Member Posts: 1,053 Arc User
    I recall a Dev replying specifically to this when they started releasing other omnis in other energy types. The ruling was that it would be excessive somehow, even as a rainbow build.
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    saber1973asaber1973a Member Posts: 1,224 Arc User
    edited December 2016
    Actually the Omni-Beams rules are:
    1 crafted (from R&D system - any basic damage type possible- meaning no hybrid)
    +
    1 from missions (currently possible - Ancient Antiproton, Chronometric Polaron, something... Tetryon)
    +
    1 from reputation system (currently only Kinetic Beam from Omega Rep)

    Edit:
    That is on PC...
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    redvengeredvenge Member Posts: 1,425 Arc User
    stuart1965 wrote: »
    ...Currently only one type allowed unless its AP and ancient AP...
    ... and Tetryon ... and Polaron...

    The damage on Omni's is fairly poor. Their fire rate is lower than a turret (meaning they have fewer chances to proc).

    Why would you want MORE of them?
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    saber1973asaber1973a Member Posts: 1,224 Arc User
    Because they are Beams - which are usefull for Subsystem Targetting, and they are more accurate than cannon turrets (i think)
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    redvengeredvenge Member Posts: 1,425 Arc User
    saber1973a wrote: »
    Because they are Beams - which are usefull for Subsystem Targetting, and they are more accurate than cannon turrets (i think)
    One Omni is plenty for Subsytem Targetting. Omni's do not have any "built in" accuracy bonus. They are just as accurate as turrets or dual beam banks or torpedoes (with the same mods).
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    sovereign010sovereign010 Member Posts: 636 Arc User
    The biggest reason is if you're using normal beams alongside them, since they'll benefit from beam abilities. The problem with crafted omni-beams is that you can only craft them at Level XII... and they take 20 hours to make, so you can't craft loads of them until you get the modifiers you want like you can with other energy weapons.
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    leemwatsonleemwatson Member Posts: 5,345 Arc User
    edited December 2016
    stuart1965 wrote: »
    The current rule on OD space weapons is pointless.
    Currently only one type allowed unless its AP and ancient AP.
    OD's are just like turrets, and I hope someone from cryptic sees this and considers scrapping the current rule on them. As said its a pointless rule.

    No, it's not pointless. Where is your reasoning that the rule is pointless? Bear in mind that no weapon is truly 360 degree on every plain on a ship, either by the literal term and considering that the canon weapon and realistic arc rules, if they were to be applied, would limit their field of fire! Even to get 360 degrees on 1 plain would limit the positioning of the weapon to the outer most plain of a ship so another weapon doesn't block it's field of fire. Common engineering sense is applied at the moment (mostly). Imagine a cube. You can get 6 Omni's on it, in most situations you could get probably 3 of those firing at the target, unlike the unrealistic 8 Beams in STO (you have arrays from the opposite side of the ship firing through the ship itself!
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    unclegoldieunclegoldie Member Posts: 263 Arc User
    saber1973a wrote: »
    Actually the Omni-Beams rules are:
    1 crafted (from R&D system - any basic damage type possible- meaning no hybrid)
    +
    1 from missions (currently possible - Ancient Antiproton, Chronometric Polaron, something... Tetryon)
    +
    1 from reputation system (currently only Kinetic Beam from Omega Rep)

    Edit:
    That is on PC...

    I don't really mind these restrictions. The only thing I would like to see is the Devs adding an extra special/mission reward omni for those energy types that don't have one yet (i.e.; phaser, disriptor, etc.).
    Epohh Vindaloo and beer milkshakes for everyone
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    crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    saber1973a wrote: »
    Actually the Omni-Beams rules are:
    1 crafted (from R&D system - any basic damage type possible- meaning no hybrid)
    +
    1 from missions (currently possible - Ancient Antiproton, Chronometric Polaron, something... Tetryon)
    +
    1 from reputation system (currently only Kinetic Beam from Omega Rep)

    Edit:
    That is on PC...

    That is incorrect. The restriction is most accurately stated in this list:
    • One full strength Omni-Beam (currently from crafting or a few lockboxes). These have the same damage as normal beams, but have the fixed [Acc] [Arc] [Dmg] modifiers.
    • One noticeably weaker Omni-Beam (from missions). These have less damage than normal beams and the fixed [Acc] [Arc] [Dmg] modifiers.

    This is the entire list. The Kinetic Cutting beam is not a beam array - it does not have beam firing modes, and it does not benefit from beam damage buffs.

    This is the same on all platforms.
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    nikeixnikeix Member Posts: 3,972 Arc User
    The restriction is most accurately stated in this list:
    • One full strength Omni-Beam (currently from crafting or a few lockboxes). These have the same damage as normal beams, but have the fixed [Acc] [Arc] [Dmg] modifiers.
    • One noticeably weaker Omni-Beam (from missions). These have less damage than normal beams and the fixed [Acc] [Arc] [Dmg] modifiers.

    This is the entire list. The Kinetic Cutting beam is not a beam array - it does not have beam firing modes, and it does not benefit from beam damage buffs.

    Neat :). Now where do we beg and plead for more of the lockbox weapon boxes to have omni-beams added to their drop tables so we can equip same-flavor weapons? It was great getting them for Agony Phasers, but there's a lot of other flavors that could be introduced iterating on that model...
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2016
    stuart1965 wrote: »
    The current rule on OD space weapons is pointless.
    Currently only one type allowed unless its AP and ancient AP.
    OD's are just like turrets, and I hope someone from cryptic sees this and considers scrapping the current rule on them. As said its a pointless rule.


    A Resounding NO! The game is crazy easy enough as it is. At least turn your ship and point it towards your enemy (strafing or in arc). At least do that.
    3lsZz0w.jpg
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    nikeixnikeix Member Posts: 3,972 Arc User
    edited December 2016
    stuart1965 wrote: »
    The current rule on OD space weapons is pointless.
    Untrue. You don't like actually having to work within constraints =/= "pointless".
    Currently only one type allowed unless its AP and ancient AP.
    Also untrue. A Dev even showed up in person to clarify this. Lucky you.
    OD's are just like turrets
    And untrue a third time. Of course if "OD's are just like turrets" you'd be using turrets, now wouldn't you? But you're not, so hmm... I guess there IS something different about them. Oh, wait, it's coming to me - totally different abilities. Cannons and Beams are OBVIOUSLY not the same, and beams having some restrictions is the least they could do to compensate for the advantages beams have over cannons in most other areas.
    and I hope someone from cryptic sees this and considers scrapping the current rule on them. As said its a pointless rule.
    While I hope Cryptic does MORE to dampen the advantages beams have over cannons.
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    nikephorusnikephorus Member Posts: 2,744 Arc User
    I'm lazy and have been messing around with a all turret build. It's not only viable, but pretty damn good. 90k dps with it. You'll do more with beams for sure, but if you're lazy like me and just like to aim your ship in the general direction of enemies turrets are for you! ;-)
    Tza0PEl.png
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    smokebaileysmokebailey Member Posts: 4,664 Arc User
    nikephorus wrote: »
    I'm lazy and have been messing around with a all turret build. It's not only viable, but pretty damn good. 90k dps with it. You'll do more with beams for sure, but if you're lazy like me and just like to aim your ship in the general direction of enemies turrets are for you! ;-)

    May I ask the build you are using? I was pondering such an idea....
    dvZq2Aj.jpg
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    nikephorusnikephorus Member Posts: 2,744 Arc User
    I personally just took a standard a2b beam build, replaced all the beams with turrets, swapped out faw for the highest level scatter volley I could equip, added the t6 defiant trait *withering barrage which gives 100% up time of scatter volley. That's honestly about it. A ship with access to gw helps bunch up enemies for scatter volley, but basically any ship works.
    Tza0PEl.png
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    saber1973asaber1973a Member Posts: 1,224 Arc User
    saber1973a wrote: »
    Actually the Omni-Beams rules are:
    1 crafted (from R&D system - any basic damage type possible- meaning no hybrid)
    +
    1 from missions (currently possible - Ancient Antiproton, Chronometric Polaron, something... Tetryon)
    +
    1 from reputation system (currently only Kinetic Beam from Omega Rep)

    Edit:
    That is on PC...

    That is incorrect. The restriction is most accurately stated in this list:
    • One full strength Omni-Beam (currently from crafting or a few lockboxes). These have the same damage as normal beams, but have the fixed [Acc] [Arc] [Dmg] modifiers.
    • One noticeably weaker Omni-Beam (from missions). These have less damage than normal beams and the fixed [Acc] [Arc] [Dmg] modifiers.

    This is the entire list. The Kinetic Cutting beam is not a beam array - it does not have beam firing modes, and it does not benefit from beam damage buffs.

    This is the same on all platforms.

    Kinetic Cutting Beam is not a Beam? Its called Kinetic Cutting BEAM, and it's Omni Directional, and its got similar icon as other Omni-Beams... So, what if it's not getting bonuses from beam tac consoles... Unless you change the name, for me it will still be a Beam. :p

    As to full strength or weaker - the real distinction for me is from where i can get them. And i don't go (normally) for lockboxes, so for me they are irrelevant.
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    aliensamongusaliensamongus Member Posts: 285 Arc User
    I'm not sure how, but I had 3 Omni's on a ship before. I'll have to see what combination it was. I'm sure it's Ancienct, Cutting and Crafted. Though it could be Set, Rep and Crafted.

    I wish I remembered.
    giphy.gif
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    saber1973a wrote: »
    Kinetic Cutting Beam is not a Beam? Its called Kinetic Cutting BEAM, and it's Omni Directional, and its got similar icon as other Omni-Beams... So, what if it's not getting bonuses from beam tac consoles... Unless you change the name, for me it will still be a Beam. :p


    "It's a beam, Jim, but not as we know it."

    The Kinetic Cutting Beam literally isn't boosted by anything, including batteries, [Amp], EPtW, etc, as it's not an Energy wep. But it isn't boosted by anything Kinetic, either. It's pretty much 'disconnected' from everything that way, really.
    3lsZz0w.jpg
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    I'm not sure how, but I had 3 Omni's on a ship before. I'll have to see what combination it was. I'm sure it's Ancienct, Cutting and Crafted. Though it could be Set, Rep and Crafted.

    I wish I remembered.

    Currently, it could be Crafted/Lock Box Omni + Mission Omni + KCB (though, as mentioned, not technically an Omni Beam Array since it doesn't benefit from the beam stuff).

    Previously, there was a bug that allowed 2x Ancient Omni Arrays (the only Mission Omni at the time, with one Upgraded and one left at Mk Infinity).

    It could have been either, but the latter has since been fixed.
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    aliensamongusaliensamongus Member Posts: 285 Arc User
    Apparently it's Ancient Beam/Plasma Beam (crafted)/Kinetic Cutting Beam

    LeANCpL.jpg
    giphy.gif
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    avoozuulavoozuul Member Posts: 3,196 Arc User
    I used to use omni's but then I realized that I didn't like their minor modifiers in comparison to other beam types.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I would not want to see the restriction removed on the omni-beam arrays, but just seeing more variation on what omni-beam arrays we can get would be nice. Such as giving a omni-beam array to some of the reps, like the undine rep as a alternate to the heavy turret, which could still be counted towards your one crafted omni-beam limit.

    When it comes to mission/rep reward weapons that are of a single type without another version to choose, like the Naussican beam array or the romulan prototype plasma array, it would be nice to have a cannon variant added alongside them to me. Though i would not mind if they even added a toggle-type function to them that allows you to switch them between a beam array an beam bank variant, though even a toggle that allows you to switch them between a cannon an beam version would be nice.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    To this very day I don't understand why the weapon types aren't treated equal.

    Single cannons, dual cannons, dual heavy cannons, turrets - why not Single beam emitter, dual beam bank, beam array (heavy beam) and point defence beam (turret).​​
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    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    nikephorus wrote: »
    I'm lazy and have been messing around with a all turret build. It's not only viable, but pretty damn good. 90k dps with it. You'll do more with beams for sure, but if you're lazy like me and just like to aim your ship in the general direction of enemies turrets are for you! ;-)


    90k is impressive. But if you're doing 160k otherwise, then it still shows turrets aren't the best weapons. :) (Which you said yourself too, of course). As a 'point-pressure' build (with, what's it called, Withering something Trait, to extend the duration of CSV), I can see turrets happening, though.
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    salvation4salvation4 Member Posts: 1,167 Arc User
    On the topic of Omni's..Was just pondering..Since they have a 360* arc..Was wondering what IF we got a single slot positioned at the center of the ship exclusively for a 360* weapom? Just pondering this.. ;)
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    nikeixnikeix Member Posts: 3,972 Arc User
    angrytarg wrote: »
    To this very day I don't understand why the weapon types aren't treated equal.

    Single cannons, dual cannons, dual heavy cannons, turrets - why not Single beam emitter, dual beam bank, beam array (heavy beam) and point defence beam (turret).​​

    Which seems funny, coming from you as the source material treats them differently. Cannons are canonically the more militant/aggressive (and likely damaging) weapon. Equipping cannons is supposed to be a privilege for those ships that can. The differences between the weapons make sense in modeling the setting... There were NEVER meant to be symmetrical options. Its the Abilities that caused that comparison to break down with BFAW once again distorting the entire game.

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    nikeixnikeix Member Posts: 3,972 Arc User
    meimeitoo wrote: »
    90k is impressive. But if you're doing 160k otherwise, then it still shows turrets aren't the best weapons. :) (Which you said yourself too, of course). As a 'point-pressure' build (with, what's it called, Withering something Trait, to extend the duration of CSV), I can see turrets happening, though.

    Well, the discussions of turret builds I've read seem to capitalize on them being able to make lots (and lots, and lots...) of rolls to trigger the 2.5% or "on crit" procs due to their extremely short cycle time.

    The only "turret" build I've personally tested was 4 Elachi Crescent turrets, 3 Elachi Crescent single cannons, and the Nausican disruptor energy torpedo mounted on a Tal Shiar Adapted Battle Cruiser (which is basically the best turret boat frame in the game) and it was... incredibly violent. Had a distressing capacity to kill ships inside their shields with the bypass procs raining down.

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    angrytargangrytarg Member Posts: 11,001 Arc User
    nikeix wrote: »
    Which seems funny, coming from you as the source material treats them differently. Cannons are canonically the more militant/aggressive (and likely damaging) weapon. Equipping cannons is supposed to be a privilege for those ships that can. The differences between the weapons make sense in modeling the setting... There were NEVER meant to be symmetrical options. Its the Abilities that caused that comparison to break down with BFAW once again distorting the entire game.

    I'm seeing a clear break between source material and gameplay mechanics here. STO doesn't follow source material on a fundamental level. But I would keep baseline difference between the weapon types, I have written about the idea in the past so to make it short:

    Each faction should specialize in a weapon type resulting ins ome inherent boni. Fed beams, Romulans cannons, Klingons torps (back in the day there was still hope of a full Romulan faction, mind you).

    Each weapon "family" contains a special variant only available to a limited number of ships and one variant that is faction exclusive.

    Beams: Single beam emitter (all factions, all ships), dual beam bank (all factions, all ships), beam array (Fed and Romulan, cruisers and science vessels), heavy beam array (cruisers, fed only), point defence beam (all factions, all ships)

    Cannons: Single cannon (all factions, all ships), dual cannons (all factions, escorts, battlecruisers, support ships (combat science)), dual heavy cannon (Klingons and Romulans, battle cruisers), siege cannon (Romulans only, battle cruisers), turret (all, all)

    Torps: Single torpedo launcher (all all), twin linked torpedo launcher (all, escorts), wide angle torpedo launcher (Fed and Klingon, (battle) cruisers and science/support), experimental torpedo laucher (think hargh'peng with lots of flavours) (Klingons only, battle cruisers), micro torpedo launcher (all, all)

    In a very rough sense, something like this. Encourage the factions to play differently.​​
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    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    nikeixnikeix Member Posts: 3,972 Arc User
    That is a genuinely interesting approach. :smiley:
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