Hi
I completed Breen space set (got ground already ) and right now i want some beams, cannons and turrets to complete build. Is there any chance Cryptic will add some space weapons to complete COLD damage build?
PLEASE
Interesting. I mean, aside from the various consoles, traits, and experimental weapons are there space based weapons sets (cannons, turrets, beams) that are primarily focused on dealing fire, electrical, cold or psionic? I thought the weapons that do are coupled with another damage type like physical, kinetic, radiation or one of the standard damage types - Phaser, Disruptor, Plasma, etc. I mean, I guess it doesn't hurt to ask, but it seems as if Cryptic has adopted the approach of adding those type of damage to your weapons rather than making it main type of damage it does. If they were to take your approach, we would/should see them roll out weapons sets focus on other 'elemental' damage types like fire or electrical as well. Anyways, that's my two energy credits.
~Shia~
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
There's plenty of weapon types I would love to see in game. Cold could be one since it has some abilities behind it now, fire could be another. But the big one that folks sleep on which is surprising to me is Proton damage. Of course as old as the proton weapon ground weapon and space weapon are from Dyson Rep it's also not surprising people forget about them. Proton weapons could easily be the 7th energy type and would shake things up a fair amount, which would be good for the game.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
Cold damage in space seems rather redundant - if your heating systems fail in interstellar space, the universe itself will inflict more cold damage than even the Breen could withstand. Seems to me that ships designed for flying in the darkness between the stars would be pretty darn well insulated. (This would also help protect them from heat when they are in a stellar system, where the local star(s) warm things up.)
Vacuum actually IS an insulator, and a very good one at that. In some cases on a space vessel, the problem is as much having a hard time radiating excess heat away, as it is to protect against cold.
This is why "fire" based weapons wouldn't be about "burning space". Fire and cold based weapons would be more about creating a conducting field or link to the target and then using that to apply the temperature differential.
0
rattler2Member, Star Trek Online ModeratorPosts: 58,660Community Moderator
Yea in BATTLETECH you actually have a harder time cooling down in a vacuum than on a planet as there's no atmosphere to radiate the heat away from your 'mech.
Although I don't know how a Flamer would work in a vacuum, and Missiles might be a bit iffy, but Ballistic and Energy weapons would work just fine.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
There's plenty of weapon types I would love to see in game. Cold could be one since it has some abilities behind it now, fire could be another. But the big one that folks sleep on which is surprising to me is Proton damage. Of course as old as the proton weapon ground weapon and space weapon are from Dyson Rep it's also not surprising people forget about them. Proton weapons could easily be the 7th energy type and would shake things up a fair amount, which would be good for the game.
if you did that would tetraburnium and parametallic and even neutronium armor consoles react badly, since they incorporate ANTI-proton shielding mechanics? I.E. allow 1.5 or even 2x damage increase?
Yea in BATTLETECH you actually have a harder time cooling down in a vacuum than on a planet as there's no atmosphere to radiate the heat away from your 'mech.
Although I don't know how a Flamer would work in a vacuum, and Missiles might be a bit iffy, but Ballistic and Energy weapons would work just fine.
hypergolic fuels don't care if there is vacuum or not
Yea in BATTLETECH you actually have a harder time cooling down in a vacuum than on a planet as there's no atmosphere to radiate the heat away from your 'mech.
Although I don't know how a Flamer would work in a vacuum, and Missiles might be a bit iffy, but Ballistic and Energy weapons would work just fine.
The 'mech scale Flamer (and for that matter the larger Plasma Rifle) is a plasma weapon. Various fluff from Sarna.net:
"Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release."
"Plasma weapons use the power of the fusion engine or power amplifiers to power an electromagnetic accelerator to a stream, pulse, or toroid of plasma (i.e. very hot, energetic, and excited matter)."
and
"The primary damage mechanism is thermal transfer; the weapon causes serious burns, and often immediate death of living creatures, melting or evaporating other materials."
So I'd guess that the Plasma weapons we already have might be considered close. For actual fire and cold damage something along the lines of @Tribbulater's comments would be an idea, I keep thinking of the Exothermic and Endothermic kit modules myself, but writ large.
There's plenty of weapon types I would love to see in game. Cold could be one since it has some abilities behind it now, fire could be another. But the big one that folks sleep on which is surprising to me is Proton damage. Of course as old as the proton weapon ground weapon and space weapon are from Dyson Rep it's also not surprising people forget about them. Proton weapons could easily be the 7th energy type and would shake things up a fair amount, which would be good for the game.
if you did that would tetraburnium and parametallic and even neutronium armor consoles react badly, since they incorporate ANTI-proton shielding mechanics? I.E. allow 1.5 or even 2x damage increase?
No. Tetraburnium and Parametallic simply wouldn't provide resistance to proton weapons. As for Neutronium armors they've always been the anti-everything armor. A simple tech-tech solution is to say that they reversed the polarity charge on the armor from anti-proton to proton based on needs at the time. Or that Neutronium just hates energy in general. In Trek if you know how to stop anti-protons you would logically know how to stop protons.
MMO mechanic wise there's never been an armor that debuffs you against a damage type as that defeats the purpose of armor. It would also require adding an entirely additional mechanic to the armors for one energy type which is unnecessary. Simply put armors are fine the way they are. Adding debuffs defeats the purpose of using them.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
Yea in BATTLETECH you actually have a harder time cooling down in a vacuum than on a planet as there's no atmosphere to radiate the heat away from your 'mech.
Although I don't know how a Flamer would work in a vacuum, and Missiles might be a bit iffy, but Ballistic and Energy weapons would work just fine.
hypergolic fuels don't care if there is vacuum or not
So far as burning themselves then yeah that's true, but hypergolic fuels aren't magical "makes things burn" materials even they can't create oxygen where there is none and the whole purpose of a flamer thrower is to make other things burn, not just burn the fuel itself. as for missiles it depends on the mechanism of damage, concussive damage wouldn't work as there's not enough material to create a meaningful shockwave, however if a missile had frag warhead it would might even work better then in atmo, while in vacuum.
0
rattler2Member, Star Trek Online ModeratorPosts: 58,660Community Moderator
as for missiles it depends on the mechanism of damage, concussive damage wouldn't work as there's not enough material to create a meaningful shockwave, however if a missile had frag warhead it would might even work better then in atmo, while in vacuum.
I was more referring to the guidance and maneuvering system of some missile types. An explosive is still most likely going to explode, and it will be able to propell itself. But if its not a dumbfire type missile that is only point and shoot, gotta wonder how the missiles will turn if you have a target lock and the target moves.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
Can't have a honest conversation because of a white knight with power
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
A cold based weapon in space could be simpler to explain than it seems on the surface.
For instance, the heat setting of a phaser is a molecular effect, the nadion beam is configured to add energy to the target's molecules/atoms/whatever level it works on, which causes them to heat up. A cold effect would be the reverse, draining some of the energy off instead of adding to it (I always wondered why they never had something like that "freezing ray" effect in the show considering how the phasers were defined).
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
A resurgence of the borg means more for the game than niche weaponry that will take a lot of work and be ignored by most of the players
Can't have a honest conversation because of a white knight with power
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
A resurgence of the borg means more for the game than niche weaponry that will take a lot of work and be ignored by most of the players
It depends on who does the work. There are a lot of tasks that do not overlap and creating new weapons (or expanding old ones, like proton), niche or not, does not seem like it would interfere with scenario creation much, if at all.
It is like the comments some people make about wishing the devs would hold off on new content for a while in order to fix bugs, not realizing that they are done by different departments and stopping one would not allow concentrating all the people on the other because the skillsets required are completely different.
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
A resurgence of the borg means more for the game than niche weaponry that will take a lot of work and be ignored by most of the players
Being 'niche' is totally irrelevant. Remember when Anti-protons were considered 'niche', then they were the 'go-to-weapon' for a few years, and now they are 'niche' again. You cannot decide something is 'niche' on your own opinion nor before they even really exist. There are enough skills and consoles available to make a Cold build work now thanks to the cold weapons being released a year or so ago. The weapon set boosts itself and if you can get hold of the Crossfield Refit, it's console also boosts Cold damage and add the space trait that applies Cold damage to beams. It's probably best reserved for Sci builds, but it's not a damp squib by a longshot.
Post edited by leemwatson on
"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.
Why? It would just be the weakest energy weapons in game, there are so few sources of cold damage boosts
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
A resurgence of the borg means more for the game than niche weaponry that will take a lot of work and be ignored by most of the players
Simply because something either isn't or doesn't cater to the flavor of the month build type, the current "meta", or you personally wouldn't use it, does not make something niche. You also can't judge an incomplete weapon type by the same standards you would a fully fleshed out type. By the logic you're using here, anything that doesn't have the same amount of support as phaser and disruptor would be considered niche and therefore not worthy of ever expanding on it. They may as well stop development on any new gear that doesn't cater to those energy types since by your standard it'll just get ignored by the playerbase anyways. Though I suppose now it's sci builds and torp builds or whatever the current meta is supposed to be.
I would also point you to what leemwatson said as he said pretty much everything I was going to on this. New items can be and are added all the time in addition to story content. The two things aren't mutually exclusive and you can work on more than one thing at once. Or do you seriously expect me to believe that the team is incapable of doing more than one thing at once? Because I don't buy that for a minute. If you personally wouldn't use a hypothetical Proton and/or other weapon type should they become available or fleshed out, then by all means you're entitled to like what you like. However one person disliking it or choosing not to use the stuff isn't valid enough reason on its own to hold it back. It simply means you wouldn't be the target audience for those items, just like I'm not the target audience when sci stuff gets released. Not every release has to have every single person in mind.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
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Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 65, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 65, Rom Eng
T'Lyra, LvL 65, Fed, Vul Sci
Ta'el, Lvl 63, Rom Tac
Sukima, Lvl 65, Fed Vul Sci
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Star Trek Online volunteer Community Moderator
This is why "fire" based weapons wouldn't be about "burning space". Fire and cold based weapons would be more about creating a conducting field or link to the target and then using that to apply the temperature differential.
Although I don't know how a Flamer would work in a vacuum, and Missiles might be a bit iffy, but Ballistic and Energy weapons would work just fine.
normal text = me speaking as fellow formite
colored text = mod mode
if you did that would tetraburnium and parametallic and even neutronium armor consoles react badly, since they incorporate ANTI-proton shielding mechanics? I.E. allow 1.5 or even 2x damage increase?
hypergolic fuels don't care if there is vacuum or not
Laser heat sinks?
The 'mech scale Flamer (and for that matter the larger Plasma Rifle) is a plasma weapon. Various fluff from Sarna.net:
"Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release."
"Plasma weapons use the power of the fusion engine or power amplifiers to power an electromagnetic accelerator to a stream, pulse, or toroid of plasma (i.e. very hot, energetic, and excited matter)."
and
"The primary damage mechanism is thermal transfer; the weapon causes serious burns, and often immediate death of living creatures, melting or evaporating other materials."
So I'd guess that the Plasma weapons we already have might be considered close. For actual fire and cold damage something along the lines of @Tribbulater's comments would be an idea, I keep thinking of the Exothermic and Endothermic kit modules myself, but writ large.
No. Tetraburnium and Parametallic simply wouldn't provide resistance to proton weapons. As for Neutronium armors they've always been the anti-everything armor. A simple tech-tech solution is to say that they reversed the polarity charge on the armor from anti-proton to proton based on needs at the time. Or that Neutronium just hates energy in general. In Trek if you know how to stop anti-protons you would logically know how to stop protons.
MMO mechanic wise there's never been an armor that debuffs you against a damage type as that defeats the purpose of armor. It would also require adding an entirely additional mechanic to the armors for one energy type which is unnecessary. Simply put armors are fine the way they are. Adding debuffs defeats the purpose of using them.
Star Trek Online volunteer Community Moderator
So far as burning themselves then yeah that's true, but hypergolic fuels aren't magical "makes things burn" materials even they can't create oxygen where there is none and the whole purpose of a flamer thrower is to make other things burn, not just burn the fuel itself. as for missiles it depends on the mechanism of damage, concussive damage wouldn't work as there's not enough material to create a meaningful shockwave, however if a missile had frag warhead it would might even work better then in atmo, while in vacuum.
I was more referring to the guidance and maneuvering system of some missile types. An explosive is still most likely going to explode, and it will be able to propell itself. But if its not a dumbfire type missile that is only point and shoot, gotta wonder how the missiles will turn if you have a target lock and the target moves.
Anyways that's a topic for another thread.
normal text = me speaking as fellow formite
colored text = mod mode
So it would either be weak or they need to build consoles and boosts for cold for something we don't need...the cold torpedo would have to be nerfed too because it wasn't designed to have multiple sources of cold damage
It's a lot of work for niche items, especially with how questionable things are and Cryptic staff isn't alot
This line of thought could be applied to virtually anything new Cryptic or any company could ever want to try. Not enough support already existing therefore it shouldn't get more. All game development would cease. By them creating new damage types in the manor being suggested in here, I think it's safe to assume that there will be at least moderate support given to it. I know I assume at least a moderate amount of support for the proposed Proton type. We don't "need" anything in this game as you can clear 95% of the content with the mk xii very rare gear from missions.
Star Trek Online volunteer Community Moderator
For instance, the heat setting of a phaser is a molecular effect, the nadion beam is configured to add energy to the target's molecules/atoms/whatever level it works on, which causes them to heat up. A cold effect would be the reverse, draining some of the energy off instead of adding to it (I always wondered why they never had something like that "freezing ray" effect in the show considering how the phasers were defined).
A resurgence of the borg means more for the game than niche weaponry that will take a lot of work and be ignored by most of the players
It depends on who does the work. There are a lot of tasks that do not overlap and creating new weapons (or expanding old ones, like proton), niche or not, does not seem like it would interfere with scenario creation much, if at all.
It is like the comments some people make about wishing the devs would hold off on new content for a while in order to fix bugs, not realizing that they are done by different departments and stopping one would not allow concentrating all the people on the other because the skillsets required are completely different.
Being 'niche' is totally irrelevant. Remember when Anti-protons were considered 'niche', then they were the 'go-to-weapon' for a few years, and now they are 'niche' again. You cannot decide something is 'niche' on your own opinion nor before they even really exist. There are enough skills and consoles available to make a Cold build work now thanks to the cold weapons being released a year or so ago. The weapon set boosts itself and if you can get hold of the Crossfield Refit, it's console also boosts Cold damage and add the space trait that applies Cold damage to beams. It's probably best reserved for Sci builds, but it's not a damp squib by a longshot.
Simply because something either isn't or doesn't cater to the flavor of the month build type, the current "meta", or you personally wouldn't use it, does not make something niche. You also can't judge an incomplete weapon type by the same standards you would a fully fleshed out type. By the logic you're using here, anything that doesn't have the same amount of support as phaser and disruptor would be considered niche and therefore not worthy of ever expanding on it. They may as well stop development on any new gear that doesn't cater to those energy types since by your standard it'll just get ignored by the playerbase anyways. Though I suppose now it's sci builds and torp builds or whatever the current meta is supposed to be.
I would also point you to what leemwatson said as he said pretty much everything I was going to on this. New items can be and are added all the time in addition to story content. The two things aren't mutually exclusive and you can work on more than one thing at once. Or do you seriously expect me to believe that the team is incapable of doing more than one thing at once? Because I don't buy that for a minute. If you personally wouldn't use a hypothetical Proton and/or other weapon type should they become available or fleshed out, then by all means you're entitled to like what you like. However one person disliking it or choosing not to use the stuff isn't valid enough reason on its own to hold it back. It simply means you wouldn't be the target audience for those items, just like I'm not the target audience when sci stuff gets released. Not every release has to have every single person in mind.
Star Trek Online volunteer Community Moderator