The set reward for the upcoming event does PROTON damage. Have we had anything since the Dyson Sphere season that uses proton? What enhancers are there for this? And what resistances are there for this?
I love the proton charge launcher. I'm looking forward to playing with this set. If it buffs that experimental even a decent amount its going to make it one of the games best experimentals. Which probably isn't crazy considering how good some of the newer additions like the gorn shutgun are.
Would have been nice if they had added some new upgraded Dyson sci ships.
Proton weapon damage (proton exotic damage is a bit different) in space is mainly boosted by the energy skill (and in the case of the new proton energy torpedoes possibly the Torpedo skill) from the first tier of captain's skills, Auto Targeting Modules, the Proton Particle Stabilizer, the two-piece bonus from the Dyson rep set, and possibly others (for instance, I forget offhand if the new event set has bonuses to proton damage, though I would imagine so). Also, several of the Dyson rep consoles do exotic proton damage in addition to whatever their primary function is, which helps with overall proton damage output.
Several of my captains are equipped with Harpia-class Dyson Science Warbirds as their main ship so I have several build variants using that stuff.
Dyson tac consoles have +proton on them.... they may possibly pair well with Isoamgs for perhaps Polaron. Dyson polaron weapons proc extra proton dmg on crit. hit. I mean its not a ton of extra dmg... but this new set is going to buff proton. If its a good buff maybe its viable.
I suspect the upcoming anniversary pack might have something else interesting for proton.
I'm hoping with them finally releasing some new proton weapons maybe someday in the not so distant future maybe they will visit the idea of T6 Dyson ships
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rattler2Member, Star Trek Online ModeratorPosts: 58,670Community Moderator
Well... since they fixed the Sci Destroyer transform mechanic, its possible. Although I'm hoping we don't have fused Proton Cannons again. Fused weapons are limiting. Its one of the reasons why I never really picked up the T5 Patrol Escort, or upgraded my olf Fleet Patrol Escort to T5U. Because of the fused tailgun.
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!)
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Well... since they fixed the Sci Destroyer transform mechanic, its possible. Although I'm hoping we don't have fused Proton Cannons again. Fused weapons are limiting. Its one of the reasons why I never really picked up the T5 Patrol Escort, or upgraded my olf Fleet Patrol Escort to T5U. Because of the fused tailgun.
I seemed to remember that they said in one livestreams that they thought of the fused weapons as failed system due how unpopular they were.
The problem with fused weapons is that one, they cannot be improved because they cannot be removed to be upgraded, and two, they're very limiting.
The idea behind them is kind of cool, but I think things like the Andorian wing cannons do the concept better.
I would definitely use the tail cannons on something like the World Razer because it has some rear facing canons on the model, but no they're locked to a ship that just isn't that interesting to me.
Fused weapons could work if instead of being fused they were simply ship locked.
The game imo was better back when some weapon types were specific to ship classes. DHC shouldn't be on anything but escorts... that was actually good design. Which they caved on cause people wanted to buy their fat as seem on TV cruisers and use big GUNs on em. Allowing 90% of cruisers (and even many sci ships) at this point to slot DHC made escorts a little less special. Experimental weapons were a great add... and I think the game could use more stuff along the same lines. (we don't need new hard points just weapons locked to ship classes)
If something like a Proton Quad cannon which could be upgraded but only slotted on a handful of ships. I could think of all sorts of interesting weapons that could maybe make specific less played ship classes more interesting. (If they make a new Dyson sci ship... it should get a Quad Proton cannon that can only be slotted on Dysons) Everyone complains about Science carriers for some reason... what if we had a Proton Maelstrom torpedo with a 20s charge build time; that could only slot on Science carriers. (easy explanation... requires lots of space and high end science system support)
Or a Pet cannon.... lol That is half a joke, why not a science carrier weapon that has a 20-30s cool down with no way to speed it (don't make it an actual torp) fires a canister that launches a swarm of harassing pets that last for 15s or something.
Or another problem the game has... Science ship players just throwing mines in the rear of their ships. Not a problem for players its a great build option, warp mines has made mines good. Issue is the poor server. We have all been in maps were 2 or 3 people are dropping mines and the lag is painful. So why not add a Aft slot Science ship ONLY mission pod weapon to the game. Instead of a mine have it fire a 360 degree science skill. Think of it as a click console... give them reasonable power to cool down ratio. Things like 15s recharge to launch a canister that flies to a target and hits a CPB 1. A canister that Flies to a target and leaves an eject warp plasma trail behind it. All sorts of ideas... make them decent enough, with just enough cool down to balance out people not using them vs mines.
True non battle cruisers could get support pods. Support pods could be debuffing nanite clouds, or healing nanites. (I know we have a MW skill like that that no one uses... but a cruiser support pod could be a 360 weapon that could easy slot into the aft of a 4/4 support cruiser) Again the key is to force its use to specific ships... not to allow someone to load 6 of them on a nanny build carrier with beta pets for high dps runs. More to encourage people play classes of ships that don't get much attention... by giving them some unique play style options.
any weapon buff to a sci ship doesn't need any offset. sci ships outside of EPG need all the help they can get. Ditto Carriers. they need at least one extra weapon slot. maybe get a wingman setup and every carrier needs a X-wing so you can fly down the trench and.. oh, wait
Fused weapons could work if instead of being fused they were simply ship locked.
A good alternative to class locking would be keep the fused weapons but have them adapt to the main energy of the ship in some way so they will not be an odd-one-out mount that gets no support from consoles meant for whatever energy flavor the player wants to use on that ship.
As it is, the fused weapon is usually severely crippled in non-typical-for-the-ship's-faction energy builds until endgame where (assuming one has a good fleet, which is getting less likely nowadays for some reason) where they can use a locator-based build instead of an energy-specific-tac-console build since the effectiveness-gap between energy-specific and weapon-type-specific tac consoles is so big.
Fused weapons could work if instead of being fused they were simply ship locked.
They already have this in game, which is something they could do or maybe make the cannons a experimental weapon, but that would be harder to balance and too easy for a bait and switch
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rattler2Member, Star Trek Online ModeratorPosts: 58,670Community Moderator
If they made them bound to a particular ship line, line the Vesta Aux Cannons, I'd be fine with that. But just outright fused to the ship entirely is frustrating to build around.
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
> @phoenixc#0738 said: > A good alternative to class locking would be keep the fused weapons but have them adapt to the main energy of the ship in some way so they will not be an odd-one-out mount that gets no support from consoles meant for whatever energy flavor the player wants to use on that ship. > > As it is, the fused weapon is usually severely crippled in non-typical-for-the-ship's-faction energy builds until endgame where (assuming one has a good fleet, which is getting less likely nowadays for some reason) where they can use a locator-based build instead of an energy-specific-tac-console build since the effectiveness-gap between energy-specific and weapon-type-specific tac consoles is so big.
Having a fused weapons adapt to the main energy type you equip would be awesome. Instead of a "Phaser spinal lance" it's just a "Spinal Lance" and takes on the energy type of your choice
Comments
There's also a Proton Charge Launcher from the D4 Bird of Prey. Besides that, I don't think there's much else.
Would have been nice if they had added some new upgraded Dyson sci ships.
Proton weapon damage (proton exotic damage is a bit different) in space is mainly boosted by the energy skill (and in the case of the new proton energy torpedoes possibly the Torpedo skill) from the first tier of captain's skills, Auto Targeting Modules, the Proton Particle Stabilizer, the two-piece bonus from the Dyson rep set, and possibly others (for instance, I forget offhand if the new event set has bonuses to proton damage, though I would imagine so). Also, several of the Dyson rep consoles do exotic proton damage in addition to whatever their primary function is, which helps with overall proton damage output.
Several of my captains are equipped with Harpia-class Dyson Science Warbirds as their main ship so I have several build variants using that stuff.
+all dmg... and +bonus all dmg.
Dyson tac consoles have +proton on them.... they may possibly pair well with Isoamgs for perhaps Polaron. Dyson polaron weapons proc extra proton dmg on crit. hit. I mean its not a ton of extra dmg... but this new set is going to buff proton. If its a good buff maybe its viable.
I suspect the upcoming anniversary pack might have something else interesting for proton.
normal text = me speaking as fellow formite
colored text = mod mode
I seemed to remember that they said in one livestreams that they thought of the fused weapons as failed system due how unpopular they were.
The idea behind them is kind of cool, but I think things like the Andorian wing cannons do the concept better.
I would definitely use the tail cannons on something like the World Razer because it has some rear facing canons on the model, but no they're locked to a ship that just isn't that interesting to me.
The game imo was better back when some weapon types were specific to ship classes. DHC shouldn't be on anything but escorts... that was actually good design. Which they caved on cause people wanted to buy their fat as seem on TV cruisers and use big GUNs on em. Allowing 90% of cruisers (and even many sci ships) at this point to slot DHC made escorts a little less special. Experimental weapons were a great add... and I think the game could use more stuff along the same lines. (we don't need new hard points just weapons locked to ship classes)
If something like a Proton Quad cannon which could be upgraded but only slotted on a handful of ships. I could think of all sorts of interesting weapons that could maybe make specific less played ship classes more interesting. (If they make a new Dyson sci ship... it should get a Quad Proton cannon that can only be slotted on Dysons) Everyone complains about Science carriers for some reason... what if we had a Proton Maelstrom torpedo with a 20s charge build time; that could only slot on Science carriers. (easy explanation... requires lots of space and high end science system support)
Or a Pet cannon.... lol That is half a joke, why not a science carrier weapon that has a 20-30s cool down with no way to speed it (don't make it an actual torp) fires a canister that launches a swarm of harassing pets that last for 15s or something.
Or another problem the game has... Science ship players just throwing mines in the rear of their ships. Not a problem for players its a great build option, warp mines has made mines good. Issue is the poor server. We have all been in maps were 2 or 3 people are dropping mines and the lag is painful. So why not add a Aft slot Science ship ONLY mission pod weapon to the game. Instead of a mine have it fire a 360 degree science skill. Think of it as a click console... give them reasonable power to cool down ratio. Things like 15s recharge to launch a canister that flies to a target and hits a CPB 1. A canister that Flies to a target and leaves an eject warp plasma trail behind it. All sorts of ideas... make them decent enough, with just enough cool down to balance out people not using them vs mines.
True non battle cruisers could get support pods. Support pods could be debuffing nanite clouds, or healing nanites. (I know we have a MW skill like that that no one uses... but a cruiser support pod could be a 360 weapon that could easy slot into the aft of a 4/4 support cruiser) Again the key is to force its use to specific ships... not to allow someone to load 6 of them on a nanny build carrier with beta pets for high dps runs. More to encourage people play classes of ships that don't get much attention... by giving them some unique play style options.
A good alternative to class locking would be keep the fused weapons but have them adapt to the main energy of the ship in some way so they will not be an odd-one-out mount that gets no support from consoles meant for whatever energy flavor the player wants to use on that ship.
As it is, the fused weapon is usually severely crippled in non-typical-for-the-ship's-faction energy builds until endgame where (assuming one has a good fleet, which is getting less likely nowadays for some reason) where they can use a locator-based build instead of an energy-specific-tac-console build since the effectiveness-gap between energy-specific and weapon-type-specific tac consoles is so big.
They already have this in game, which is something they could do or maybe make the cannons a experimental weapon, but that would be harder to balance and too easy for a bait and switch
normal text = me speaking as fellow formite
colored text = mod mode
> A good alternative to class locking would be keep the fused weapons but have them adapt to the main energy of the ship in some way so they will not be an odd-one-out mount that gets no support from consoles meant for whatever energy flavor the player wants to use on that ship.
>
> As it is, the fused weapon is usually severely crippled in non-typical-for-the-ship's-faction energy builds until endgame where (assuming one has a good fleet, which is getting less likely nowadays for some reason) where they can use a locator-based build instead of an energy-specific-tac-console build since the effectiveness-gap between energy-specific and weapon-type-specific tac consoles is so big.
Having a fused weapons adapt to the main energy type you equip would be awesome. Instead of a "Phaser spinal lance" it's just a "Spinal Lance" and takes on the energy type of your choice