NPC's can now shoot torpedo's/beams and damage you all-the-while being outside the 10k range. Players can't. The special torpedo fired by NPC science vessels (wich can be targetable I do believe before season 13) can not be targeted. All powers are grayed out before the torpedo even hit's you. ( so much for the ability that supposed to destroy targetable torpedo's). I have read that torpedo's are now un-effected by gravity well and such. (which is idiotic being ships CAN be) But on the plus side of things. Cannons are getting the love they deserve. And the "heavy weapons" the escorts now carry is nice. What do cruisers and science ships get?
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No they don't fire beyond 10. There are only a couple of weapons that actually can do it. But please tell me why it's fair for players to vape ships, but not NPC's!?
Torpedoes will not have anywhere near the amount of pull applied as they have way less mass than a ship. So although Grav Well should affect them, the actual effect is tiny and therefore Cryptic were correct in what they did.
Cannons as they stand in-game are very wrong. They should not have the same range as Beams. They are short range, high burst damage dealers that should have a high rate of fall-off beyond a certain range as there is nothing sustaining the energy potential, unlike a Beam.
Heavy Weapons gives Escort a 'special'. Cruisers got Command functions and Sci vessels get Sensor Analysis and Subsystem Targetting, so they don't need anything else.
As for the changes, I like them, but they do not go far enough to kill off uber-DPS. However, balance is now fluid and will continue for as long as it's required. This game lacks alot of 'physics' and 'engineering' common sense.
Plus, Cruisers generally already possess an 8th weapon, natively. Personally, I'm glad Escorts got some love again, too.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Yeah, no.
Physics 101: the force experienced by a mass due to gravity is proportional to the product of the masses of the two objects being considered divided by the square of the distance between their mass centers. (We're simplifying here by treating both objects as spheres--otherwise we have to do calculus.) The acceleration experienced is the applied force divided by mass, which means that the mass of the torpedo cancels out if you combine the two equations. [Another way to look at it is that you get the same answer if you assume that one object (the gravity well) has the combined effective mass of the two objects, and the other (the torpedo) has unit mass.] Therefore, torpedoes experience the same acceleration as ships due to gravitational interaction at the same distance.
Galileo showed this in the 17th century; Alan Shepard showed it on the Moon in 1971 using a feather and a hammer. If torpedoes deflect less than ships, it's due to their velocity (less time spent in the high-gradient part of the gravity well), not due to their mass.
This 100% ^^^^
My engineers and science captains tend to have enough shield/hull to withstand the Tholian mega cannon, but my tactical characters usually perish when hit. Then again, i'm usually in the flank or rear arc of the Tholians so i am rarely targeted.
Cruisers already have 8 weapon slots.
Science ships got the secondary deflector slot back in 2015.
"There... are... four... lights!" ~Jean Luc Picard
Sci ships are fine since they added secondary deflectors, which they can keep tweaking and making more powerful alongside better heavy weapons being released.
Subsystem targeting is really just an extra locked tac boff station, and at least 2 cruisers have sensor analysis. Sci ships already have 1 less weapon slot than escorts if ignoring heavy weapons slot and sci dreads, so the secondary deflector was needed but should still be sufficient.
This for me. I have been able to boost the DPS of some of my mains to the absolute minimum (or slightly better) that will get me through content. I play strictly on normal and only go into CCA during the event because I use a lot of that purple mat you get. And my DPS is good to hold my own in there.
#1 - PvE Queue UI is terrible. While at a glance it may look more organized, it is rather clunky and has limitations.
a - One limitation is you must queue up all the missions you want to participate at once.
b - You cannot see all the missions you queued up.
c - You cannot create and start a private queue without the required number of player. That means you cannot solo The Big Dig since it requires a total of 20 players.
#2 - Plamonic Leech nerf. Okay, it was a bit OP in the past with the amount of power it can transfer to subsystems, but reducing it to a max of 7.5 power per subsystem is a bit drastic. For Fed and KDF it is not that big of a deal, but it hit Romulan ships hard because the singularity core only provides 40 power to subsystems instead of 50 power in exchange for singularity abilities which I find to be situational abilities that I do not use very often. The exception would be the Adapted Romulan ships that have warp cores.
That's about it. I am not in a fleet so I don't have fleet gear and I do not use any reputation gear other than a few torpedoes.
Space is more of a mix. Some stuff needed to be nerfed. Some things were nerfed to the point that they're now nearly useless (plasma exploders got triple nerfed when a lighter touch would've left them viable but not must-have). What was the point in increasing cannon firing cycle? Proc-based turret builds are now garbage. Player investment retains value where exactly? In vendoring upgraded gear?
The PvE UI... I have no words. Okay, that's a lie, I do have words. This could be an improvement over the old one, but it needs tweaks and it needs them yesterday. It's not a thing they can take their sweet time doing or leave half-assed like usual. It needs to work. No ninja pops shanghaing us without warning, no mysteriously being dropped from queue, no click-click-clicking to check if there's a realistic hope of getting a pop soon or if you're better off logging. Fix the obvious issues, add a favorites tab and call it a day.
I thought the cannon firing cycle was decreased from 3 seconds to 5?
It's coming in a R&D Promo soon.
Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
Yup, but they added more shots per cycle however, which people are forgetting.
That happens to me in MIA a lot too.
I'm guessing that, once out of range, fired weapons (no longer being updated with new data) just continue on a fixed trajectory, as it were (as in: they were going to hit you in aft, when you last were in range, so now still will, even if you did a full turnabout).