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Weapon Re-balance MAKING THE GAME FUN AGAIN!

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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    e30erneste30ernest Member Posts: 1,794 Arc User
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    nickcastletonnickcastleton Member Posts: 1,212 Arc User
    wargamer01 wrote: »
    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!
    this only really applies if your obsessed with top tier damage.
    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.
    0bzJyzP.gif





    "It appears we have lost our sex appeal, captain."- Tuvok
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited January 2017
    wargamer01 wrote: »
    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!

    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..

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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    It is not really the weapons themselves, but the modifiers applied to the weapons that boosts overall damage.

    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.

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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    Cryptic needs the whales to keep the game alive. Telling the whales you're going to take away their 150K DPS "because reasons" is not going to make them happy.
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    nikeixnikeix Member Posts: 3,972 Arc User
    Probably 50% of all my build/balance concerns can be addressed by one change - B:FAW should be the premier beam vs. multiple enemies skill, but not also be an excellent beam vs. single target skill. If subsequent hits by BFAW against the same target during a single firing cycle did less damage, so that there'd be situations where beam overload was the obviously prefered choice, THEN the game would seem more like there was a little depth and a little incentive to mix up your abilities and maybe even hint as some practical roles like "trash-smasher vs. boss-killer".
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    wideningxgyrewideningxgyre Member Posts: 710 Arc User
    While people focused on maximizing DPS appear to gravitate toward a handful of weapons and energy types, you can also find top tier examples of people using weapons and energy types across the board.

    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.
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    wargamer01wargamer01 Member Posts: 32 Arc User
    wargamer01 wrote: »
    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!

    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..

    Right now AP does about 30k dps phasers about 10k, this is with better mods on phasers and using fleet elite phasers.
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    nikeixnikeix Member Posts: 3,972 Arc User
    So be fair - the phaser does less damage but offers some control as the procs cause your enemy to suffer subsystem shutdowns. If the only axis you measure everything on is DPS, then sure, some items are grossly deficient. If we weren't always warping into a series of shooting galleries, defensive aspects the vanilla phases offer would carry a little more weight when looking at your options. They still aren't what I would considered balanced, but the disparity is much lower, and its easier to see why the Devs aren't just throwing themselves on that landmine at the earliest opportunity...
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited January 2017
    wargamer01 wrote: »
    wargamer01 wrote: »
    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!

    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..

    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).

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    Rouge Sto Wiki Editor.


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    nikeixnikeix Member Posts: 3,972 Arc User
    Indeed. At its heart the difference between vanilla phaser and vanilla AP is a 2.5% CC proc vs. +20% on crit. If you're seeing a 300% split, you're not nearly trying hard enough with the phasers. There are slightly different sets of gear you can use to enhance each of those damage types, but that's all small potatoes compared to the raw destructive input of the things they 100% share.
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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    edited January 2017
    nikeix wrote: »
    Probably 50% of all my build/balance concerns can be addressed by one change - B:FAW should be the premier beam vs. multiple enemies skill, but not also be an excellent beam vs. single target skill. If subsequent hits by BFAW against the same target during a single firing cycle did less damage, so that there'd be situations where beam overload was the obviously prefered choice, THEN the game would seem more like there was a little depth and a little incentive to mix up your abilities and maybe even hint as some practical roles like "trash-smasher vs. boss-killer".

    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.
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    warpangelwarpangel Member Posts: 9,427 Arc User
    Lol @ DPS wannabe. None of that has anything to do with fun.

    If you want fun play like you want, forget DPS, game's easy.
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    nikeixnikeix Member Posts: 3,972 Arc User
    I like the idea, but for non-tacships there are not enough boff slots to have both and then use them situationally.

    Which sort of suggest non-tactically oriented boat shouldn't be good at dealing Directed Energy damage in every situation :).
    Since BFAW is so useful against targetable projectiles, tractor mines, fighters people would still want BFAW.

    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.
    If you could have one "beam extra damage" skill that allowed both (added 2 clickies to your bar) then this would work well.

    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.

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    nikeix wrote: »

    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..

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    warpangelwarpangel Member Posts: 9,427 Arc User
    nikeix wrote: »
    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.
    Choosing the color of my beams is much more interesting than DPS.
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    leemwatsonleemwatson Member Posts: 5,344 Arc User
    I'm with the OP on this. A rebalance in terms of canon hardpoints, arcs, and live systems damage will certainly improve the game. The biggest ships should have the highest DPS capability unlike the current meta where a T6 Connie can do equivalent of a ship 4 times it's size.

    It's time to bring engineering sense to ships! There is something wrong when a single ship can wipe out armadas of the enemy!!
    "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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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    warpangel wrote: »
    Lol @ DPS wannabe. None of that has anything to do with fun.

    If you want fun play like you want, forget DPS, game's easy.

    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.
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    baudlbaudl Member Posts: 4,060 Arc User
    I really think the balance problem lies with the abilities and not with the weapons themselves.

    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.
    Go pro or go home
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    nickcastletonnickcastleton Member Posts: 1,212 Arc User
    leemwatson wrote: »
    I'm with the OP on this. A rebalance in terms of canon hardpoints, arcs, and live systems damage will certainly improve the game. The biggest ships should have the highest DPS capability unlike the current meta where a T6 Connie can do equivalent of a ship 4 times it's size.

    It's time to bring engineering sense to ships! There is something wrong when a single ship can wipe out armadas of the enemy!!

    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.

    0bzJyzP.gif





    "It appears we have lost our sex appeal, captain."- Tuvok
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    nikeixnikeix Member Posts: 3,972 Arc User
    warpangel wrote: »
    Choosing the color of my beams is much more interesting than DPS.

    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.

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    nikeixnikeix Member Posts: 3,972 Arc User
    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.

    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...

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    warpangelwarpangel Member Posts: 9,427 Arc User
    edited January 2017
    nikeix wrote: »
    warpangel wrote: »
    Choosing the color of my beams is much more interesting than DPS.

    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.
    Minmaxers didn't make a farce out out the game's content, Cryptic did. To appease the casuals who cry over everything that looks even remotely like a challenge. Nevermind it says "Advanced" or "Elite" on the label, everything's for casuals.

    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.
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    scrooge69scrooge69 Member Posts: 1,108 Arc User
    @wargamer01 PLEASE tell me which weaposn thsoe are I wanna sue the maswell!

    [SIGPIC][/SIGPIC]
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    scrooge69 wrote: »
    @wargamer01 PLEASE tell me which weaposn thsoe are I wanna sue the maswell!

    He says its these
    https://sto.gamepedia.com/Antiproton_Beam_Array

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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    I'm against what OP says here. I've been told a few times by top DPSers and by my own experience that tbh, weapons don't make up a huge portion of your DPS at all.

    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.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    goodscotchgoodscotch Member Posts: 1,680 Arc User
    wargamer01 wrote: »
    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!

    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.
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    cayleercayleer Member Posts: 44 Arc User
    wargamer01 wrote: »
    wargamer01 wrote: »
    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!

    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..

    Right now AP does about 30k dps phasers about 10k, this is with better mods on phasers and using fleet elite phasers
    .

    So I in all my noobness picked the 'best' weapons simply because I liked the black and red looking pew pew?- go figure

    Jeisun
    StarFleet Engineer
    U.S.S. Diana
    Alita Heavy Escort
    USS_Diana_and_crew.png
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