Star trek online needs a re-balancing of weapons. All dedicated single type ship builds should do similar amounts of damage to maintain viability. Currently a few weapons over-perform all of the others, the problem is that this make other weapon types obsolete or less fun/viable to play with. These other weapon types need to be re-balanced to become viable weapon type options. This post is a post to make known the willingness of the community for a COMPLETE Re-balance of Ship Weapons!
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All but one of my ships is what i call cannon build ie fed use phasers kling disruptors Romulan well i know they didn't actually use plasma in the show but from a game perspective their race use them.
Built right you can make these builds work granted not all of my characters are built well (i have 6 fed characters but only 3 i would consider well built) but that only because i haven't committed time to them.
Now as i said you wont top the damage boards but you can still do decent damage and be useful in normal and advanced modes (dont play elite myself but that's just a choice so cant state to effectiveness of them) but i never suck i do well not top but im not a burden.
"It appears we have lost our sex appeal, captain."- Tuvok
So im confused.. the various weapon types do the same types of damage before you add in de-buff and buffs...As for the "Overperforming Weapons" im not sure what weapons you referring to...I know some of the new Temporal abilities are over-performing but the reason is the low physical resistance most ships have.
What weapon types are you wanting re-balanced? What weapons do you think are under-performing (yes..no-one uses mines..i get that but what else)...I personally would love to see cannon abilites droped 1 seat lower but that aint happening..
Rouge Sto Wiki Editor.
One way to "balance" weapon damage is to introduce diminishing returns on the weapon damage system. Similar to how there is diminishing returns when it comes to resistance. For example, the higher your critical hit % the more difficult to increase it any further and possibly enforce a "hard cap" so that it can never exceed 33% with only one exception; Probability Manipulation. The same can be applied to the critical severity %, the higher it is the more difficult it is to increase and possibly enforce a "hard cap" so that it can never exceed 99%.
Such restrictions will not affect the average player because the average players generally does not bother to spend the resources to boost overall damage. I would guess that most average players are likely to do between 15k to 25k of DPS and these restrictions will in no way affect their DPS.
Also, you can find build videos which show people using mission reward level weapons (Mk XII rare or very rare) with T5 or T5U ships and doing ~40K dps in ISA, proving that skill trees, choice of doffs and boff skills, and good captain piloting count a lot.
Slapping some consoles on a ship and picking a weapon will only get you so far.
Right now AP does about 30k dps phasers about 10k, this is with better mods on phasers and using fleet elite phasers.
So..I think this has been mentioned in another post but..Colalition Disruptors/Disruptors and Herald AP are whats currently being used for top teir dps (All tac captains with Dmgx3 pen mod arrays).
Ap's 20% more critical severity only matters if your at a high crit chance (Best on tac captains)...I can do the same dps with just about any weapon type with the same mods.I dont see a significant difference when using vanilla AP to use it (over my polarons for instance).
Rouge Sto Wiki Editor.
I like the idea, but for non-tacships there are not enough boff slots to have both and then use them situationally. Since BFAW is so useful against targetable projectiles, tractor mines, fighters people would still want BFAW.
If you could have one "beam extra damage" skill that allowed both (added 2 clickies to your bar) then this would work well.
If you want fun play like you want, forget DPS, game's easy.
Which sort of suggest non-tactically oriented boat shouldn't be good at dealing Directed Energy damage in every situation .
Well, the other half of the change I'd like is for BFAW to have -20% accuracy against fighters & destructible projectiles . There is a Space trait available that would perfectly offset this for Captains wanting to enjoy that kind of defensive functionality.
I think that DPS numbers have skyrocketed and scenario completion times have dropped to a point I'm not in a "giving" mood. Game needs some build choices you actually ponder a bit.
Current ISA Best is 501k dps and over 1000k in CCA..
Rouge Sto Wiki Editor.
It's time to bring engineering sense to ships! There is something wrong when a single ship can wipe out armadas of the enemy!!
Pretty much this.
On my secondary STO account my level 55 to level 60 captains fly the free T5 ship obtained at level 40. Though the D'derodex's ungainly bulk and mobility is a bit of a concern when fighting against the Vaadwaur and the Na'Khul. I have not used any Spec Points yet on any of them; I think my oldest captain on that account has 25 points right now. It's been a while since I bothered to look. DPS ranges between 10k to 16k from sporadic combat logs posted in ISA. Using gear purchased from the Exchange and no mission reward gear; upgraded when possible. Game is easy enough without any special gear whatsoever.
and balance is kind of irrelevant anyway in a game that has PVE content that hardly requires optimized builds and specific weapon types.
With 40k dps you blow through any mission with ease.
Your logic is flawed The Defiant was designed to much more damage than a Cruiser like the galaxy it was built for war (not bashing the galaxy there)
Hell look at cannon starfleet warships they were smaller than most other ships in the fleet hell at the time the Akira and Prometheus were prehaps the largest tactical vessels at the time and they were still smaller then a sovvie.
"It appears we have lost our sex appeal, captain."- Tuvok
Well, the good news for you then is that the things you do designwise to keep min-maxers from making a FARCE of your content generally impact casuals very, very little. There's probably 40 small changes that would take 10-20% off the top of maximum DPS that'll cost a casual under one percent of their effectiveness, if it impacts them at all.
So if you want to be in the self-proclaimed "please just ignore me, because I don't care anyway" camp, go right ahead. You're not the target audience for a mechanics discussion to begin with.
Well... one of the big differences between building a warship and the USS Love Boat, is you don't need all the space for passengers, families, and enormous cargo bays filled with 5 years worth of touchy-feely drama...
I don't want to take anything off maximum DPS. I want them to make content that takes full advantage of the players' performance range and rewards having a high performance build with something more than bragging rights and ever shorter runs of autowin missions like ISA.
He says its these
https://sto.gamepedia.com/Antiproton_Beam_Array
Rouge Sto Wiki Editor.
The generally accepted ratios (by DPS players, not casuals) are as follows:
25% Team, 25% Gear (only about half of that is weapons), 50% YOU.
So if your DPS is utter garbage, there's a pretty good chance that it's not your weapons. It may be your team not being very good (even though there are top DPSers who obliterate everything solo, and tbh in many cases teams just slow them down), it COULD be your ENTIRE gear setup is bad (in which case you should look further than just your weapons, you should check out your BOff layout, your consoles, your captain abilities, etc). But the more likely thing is that it's player error.
I don't want to be the guy that says L2P, but again, if you want DPS, you need to learn how to DPS. I've seen builds that use all sorts of weapons, ranging from BAs to turrets to destructible torps, and ALL of them are capable of dealing HUGE dps numbers (huge being 40-100k if you're a decent DPSer, 200+ if you're a great one, anything higher are the crazy top DPSers). And as a guy posted earlier, there was a reddit post of someone using mk I weapons still doing 100k+ DPS.
There are dozens of threads in which DPS league players are happy to help you boost your DPS. They'll teach you tactics, slight build changes, and how to think. I know I'm going on here, but honestly before I met most of these guys, my best DPS on my engi main was a measly 12k in a Tac-Oddy T5U (don't kill me any DPS leaguers in here, I'm much better now lol). And that was with full mk XII purple gear. About a week later after some changes and learning from some of the players there (thank you Snipey), my DPS was well above 30k. Same build. Same gear. Only changes were slight adjustments to my BOff layout, and major adjustments to playstyle and thinking. Sufficed to say, I now run a phaser presidio that is sitting comfortably at ~60k. I could go higher, but I'm lazy.
Most of the toons I actually bother to play are all well above 50k, and some of them are STILL running mk XII purple gear. The ones that have mk XIV lavender and gold gear are higher, but not as much as you'd think.
So again. Not the weapons. If you're having damage issues, it may be your playstyle needs some slight adjustments.
Which weapons are you referring to?
You can choose any weapon type in the game and do good damage with it. It all depends on what consoles you slot to boost the damage and how your ship is set up, BOFF & DOFF powers slotted and space and rep powers selected. Doesn't matter if you're running phasers or disruptors or antiproton or plasma or tetryon based or if you're using cannons or beams. You can do good to great damage with anything. It also helps to get your gear to a higher Mk.
So I in all my noobness picked the 'best' weapons simply because I liked the black and red looking pew pew?- go figure
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