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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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)
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1 from reputation system (currently only Kinetic Beam from Omega Rep)
Edit:
That is on PC...
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?
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!
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.).
That is incorrect. The restriction is most accurately stated in this list:
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.
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...
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.
Also untrue. A Dev even showed up in person to clarify this. Lucky you.
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.
While I hope Cryptic does MORE to dampen the advantages beams have over cannons.
May I ask the build you are using? I was pondering such an idea....
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.
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.
I wish I remembered.
"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.
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.
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.
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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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.
Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
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.
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.
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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