The important thing is players be given an opportunity to "SHUT UP, WESLEY" on a scale appropriate to the Terran Emperor. Like that scene in the KDF tutorials where your ship comes to clean things up. In other words, the shut up should be visible from space when we're in mirror-sector-space. Preferably still on fire.
While it does look pretty, kudos to the ship artist, this is not a T6 ship.* It has 9 consoles to a T5U or non-fleet/zen T6's 10 * It has 11 bridge officer abilities (4/3/2/2) as other all-universal T5s: T6s have 12 and Fleet/Zen T6 BoPs have 13 * It has no specialization nor specialization seating of any sort * It has no…
People are forgetting that cruisers already had their bonus slot; it's the science ships and escorts that lacked it. It's called having 8 real weapon slots. The 'heavy' is less powerful (you can't FAW it and it doesn't get your tac-console bonuses either). The secondary deflector and later the 'experimental weapon' slot…
Don't get me wrong, most of the new designs look beautiful, but, really? Tier 7s? Because that's what they are. Why would anyone be buffing FAW again, when projectiles have been at the bottom of the trash pile for years, most of their ability to keep up with half the output of energy weapons nerfed with OKS (total damage…
No effort was put into this whatsoever. Disappointing. The Martok Beam is not red. Despite the icon, you did not even bother to fix the color of the weapon's firing graphics (edit: the same happened with the torpedo as well). Additionally, it is a Very rare that only has two mods [Arc] [CritH], not three. To add injury to…
Lazy, Lazy on the torpedo. Sorry but, it has to be said. It does not match the colors: It promises a nice "Battle for DS9" Red (rather fitting) on the icon, but they fire as completely normal transphasics. So little effort was put into this weapon that the projectile's color wasn't even adjusted a little. A real rarity for…
Turrets are the red-headed stepchild? You've obviously never tried to use projectile launchers. At least when you use a cannon ability, it affects ALL turrets for ALL their activations for the full duration, instead of just a single shot from a single turret once and for less of a boost than the duration effect would if it…
Between this "not enough interest" claim and the complete silence regarding the inexplicable depowering of the projectile systems (which were significantly behind their energy counterparts already and now are becoming even moreso) and offensive science powers, I am disappointed in the direction the development team has…
It wasn't popular because it didn't work most of the time. And even when it did it wouldn't always show all the parts it even did try to show, and would show some of those it did show wrong. It wasn't a lack of interest. We were just all wondering when it'll get out of pre-alpha.
Though never quite perfect matches due to oft-differing suffixes (who has how many [dmg] vs other things) a Photon Torpedo launcher (the highest DPS type of torpedo) is roughly equivalent to an 85~90 energy Dual Heavy Cannon. At 100 energy the DHCs are better, but Dual Beams only overtake the PhoTorp at roughly 115~120 for…
If you ask me it should apply to all torpedo launches for 10s, so your idea would be a grudging compromise. I don't... disagree with it though. Can't help but notice that BFAW doesn't lock out other beam skills including itself for 5s when you fire it, though. How odd they'd feel the need to add that to torpedo skills.
I'd say it's become impossible to say the changes have anything to do with balance except if to say they're eliminating it utterly. Unless energy weapons are being cut to at MOST a quarter of what they do on holodeck so as to follow, say, the change to science powers, the science and projectile changes are no less than a…
Of course I noticed it. Everyone noticed it. You'll note they were still squarely a couple of hundred thousand DPS under the beams for the best players, and *significantly* weaker than any equivalent energy build to the average player; even *with* the 40% shearing you were still putting in twice the effort for 2/3 the…
Actions speak louder than words, so right now the only role they're quite loudly telling us they want torpedoes and mines to go right back to is "Trap option in an Ivory Tower game system design". The most fundamental question, question 0 to your list, would be: Why are projectiles actively kept inferior to energy weapons…
We've been pointing out disparities and issues with things like projectiles for ages now. Only when people finally get angry are responses given, even though it's only a response to their attitude rather than the problems they're calling attention to. Take the Kinetics meta for example: They take no weapon energy, so it's…
In the most technical of terms I agree to the changes with Kinetic Shearing. TECHNICALLY. However this is only because a single trait should not be so completely and utterly critical to an entire playstyle. Most of what it offers SHOULD be baked into the weapons themselves, so that Omega Kinetic Shearing should not *NEED*…
Drag whoever's doing these changes out here. They're obviously unrelated to the game, and I think all of us need to have some "words" with them. This is bloody unacceptable. I haven't seen flipflopping changes this hostile to what some random decided was "all the wrong ways to play" since a certain head of a certain other…
You say that, then show some proper numbers. Has energy damage been reduced to 60% of its old base or something? I *strongly* doubt that beams have been dragged down so far that it makes up for the lowered science powers and kinetic massacre.
On the contrary. Shields have consistently been shown not to be able to handle torpedoes nearly as well as they do energy weapons in canon. While multiple rapid energy attacks to the shield do weaken it, torpedoes are what is shown to overload them faster, or in some cases (such as Undiscovered Country) severely damage a…
One problem with the "cooldown" affair is that every single weapon slot we are installing on these ships is a *launcher*. Not only that, it's a launcher that replaces either twin forward cannons, a dorsal and ventral turret or cannon, a handful of beam strips... So, sure there should be cooldowns on launchers... But not…
I would argue the shield resistance is one of the problems - more specifically it's something that should never have happened and is mechanically 100% un-needed (and in terms of the setting is flat-out wrong) given the energy weapons do NOT have a disadvantage against naked hulls: They get to it faster AND do more to it…
You still need to do something about projectiles. Shearing was keeping them afloat, but they're still being impacted severely by shields (every point of shield eliminates 8 points of kinetic damage that did not bleedthrough), do less damage than an individual energy weapon anyways at high weapon ratings even when shields…
I use the term torpedoes a lot, but it stands for all kinetic weapons. Take the new railguns for example: If there's any energy heavy weapons later on, the kinetic heavies will be extremely weak in comparison, even though they're cash purchases...
That hasn't been the case in years. The shield/hull penetration is easier to get on energy weapons too. Haste as well, and shields are considerably tougher at higher difficulties. But even top-of-the-line playing like odenknight or the like will still not manage half the output you'd get with half the effort on an energy…
What are you even thinking, with that timer and the nerfs to kinetic shearing? Will projectiles finally have that utterly nonsensical +75% resist taken off to compensate? Because I'm not seeing any compensation from the weapon systems that are already significantly weaker than their energy counterparts. I would like to…