Please add these new bridge oversabilities. Canon overload, beam rapid fire,
This does not break the game this is just to have a different firing mode animation that does the same damage as its counterpart.
Example if someone is running Canon overload with cannons you'll get the overload animation with similar DPS to beam overload.
If someone is running beam rapid fire you get the similar animation to rapid fire animation and similar DPS to Canon rapid fire.
This is just so that we can have more flavors of firing modes.
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> You realize the damage values between beams and cannons are radically different right due to firing arcs? If you're looking for an ability that allows you to fire beams really quickly, I've got news for you: It's called Fire at Will. If you want your beams to look more cannon like, use Kelvin phasers. Weapons are the vehicle for giving us different flavors, not the abilities used to enhance them.
I know this. I wanted a bridge official ability that allows my beams to fire more faster and to have Canon overload it's not game breaking it's just a visual animation. I'm not new to the game I'm very well versed in the game.
As far as cannons there is an andorian console set that gives you Cannon overload why not add that Cannon overload ability to the bridge officer ability
As for the Andorian console, it's meant to be ship specific. Plus, I don't feel as though any old cannon should be able to overload and make a big boom like those Kumari cannons. So if you're saying "Well, a console already does something like this so we should add it as an ability" is just silly. It's a unique and very potent power that is intended to work specifically if you're running a Kumari.
You say it's not game breaking and I disagree. Like I originally said, the values and figures revolving around how cannon rapid fire/scatter volley vs. beam overload/fire at will are chosen to be able to balance the weapons. Cannons are intended to do more damage than beams, and you're basically looking to turn beams into cannons.
You say you only want visual changes and YET you also say "I want my beams to fire faster" which is equivilent to saying "I want my beams to do more damage". You are literally asking to change figures in the game when a tool ALREADY EXISTS to increase the rate of fire for beams. Is 3x the rate not enough for you? What should we make it 4x instead? That's an increase of 33% damage by only adding one additional shot, and if you don't call that game breaking then you're not as experienced as you claim.
Nevermind that there are starship traits which increase your rate of fire/allow you to keep fire at will up 80%+ of the time. With exception to single target damage, I find that beams already generally outperform cannons and to try and "Make it even" between the two doesn't make sense considering their use and application.
> Like I mentioned, if you want your beams to fire faster use Fire at Will. What you're looking for already exists.
>
> As for the Andorian console, it's meant to be ship specific. Plus, I don't feel as though any old cannon should be able to overload and make a big boom like those Kumari cannons. So if you're saying "Well, a console already does something like this so we should add it as an ability" is just silly. It's a unique and very potent power that is intended to work specifically if you're running a Kumari.
>
> You say it's not game breaking and I disagree. Like I originally said, the values and figures revolving around how cannon rapid fire/scatter volley vs. beam overload/fire at will are chosen to be able to balance the weapons. Cannons are intended to do more damage than beams, and you're basically looking to turn beams into cannons.
>
> You say you only want visual changes and YET you also say "I want my beams to fire faster" which is equivilent to saying "I want my beams to do more damage". You are literally asking to change figures in the game when a tool ALREADY EXISTS to increase the rate of fire for beams. Is 3x the rate not enough for you? What should we make it 4x instead? That's an increase of 33% damage by only adding one additional shot, and if you don't call that game breaking then you're not as experienced as you claim.
>
> Nevermind that there are starship traits which increase your rate of fire/allow you to keep fire at will up 80%+ of the time. With exception to single target damage, I find that beams already generally outperform cannons and to try and "Make it even" between the two doesn't make sense considering their use and application.
I'm not going to go back and forth with you you obviously don't know what I'm talking about. Please stop commenting.
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I disagree with this statement too. I understand the implications of what you're talking about, whereas you don't seem to grasp the implications of what your suggestion would entail balance-wise.
Because IF I am understanding you correctly, you effectively want the same powerset of Beam Overload to apply to cannons (An increase of firepower vs fire rate) and want to be able to effectively give Rapid Fire to beams. I'll explain SOME of the problems with this in a bit more detail.
Cannons already do the most physical damage out of any energy weapon. The reason that Rapid fire increases the rate of fire as opposed to damage is actually in relation to power drain to help keep the weapons balanced. By increasing your rate of fire, you are also lowering your weapon power at a faster degree than you would by the power drain induced by Beam Overload (factoring in EPS transfer rates from high end builds). With this in mind, that would mean that Cannon Rapid fire would become strictly inferior and become a useless ability. Nevermind this would also increase the damage of cannons to absolutely absurd levels that we haven't seen, since they can already do stupid damage with only a 20% damage bonus. Now imagine those dual heavies doing 4x the damage that they have been doing. It would be absolutely absurd. This is why the cannon overload ability from Kumari is a console and ship specific, I've gotten RIDICULOUS numbers with that ability. Give it to me every 15s and it gets dumb really fast.
And giving Beams Rapid fire seems exceptionally silly to me. Fire at Will already will outperform Rapid Fire in my mind. Let's imagine for a moment that you're doing 100dps for the sake of simplicity. If you applied Rapid Fire stats to this, you would increase your rate of fire by 50%. Assuming we're using a max rank ability, you'll also get a 20% damage bonus for each shot. So, if you're doing 100dps, your "base" will increase to 120dps, and then you'll get 50% more shots which then will bring you up to roughly 180dps.
With Fire at Will III, you'll be doing 90dps but get to do 3 shots per cycle instead of just one (or the comparitive 1.5 vs the "Rapid Fire"), meaning roughly 270dps. I feel this is also a bit of an "apples to oranges" scenario since we're comparing a single target ability vs an AoE, but if there's only one target on the field Fire at Will will outperform "Beam Rapid Fire" by a significant margin. If you then want to compare more apples to apples with single target damage, Beam Overload is technically a much better ability than Rapid Fire. It will outperform Rapid Fire in single target damage (assuming for a moment you could apply it to beams). The inverse would be the case here, where the new ability would be absolutely inferior to the original and would be a waste of time.
So what, the devs are supposed to waste time making useless abilities instead of developing the game further, fixing bugs etc? No thanks. I'll probably honour your request to stop posting because I think I've made my point crystal clear now.