Commander
Join Date: Jun 2012
Posts: 460
# 1 New ground weapons feedback
04-19-2013, 01:11 PM
I took the time to test out the dynamics of the new weapons available from Romulan vendors/the dilthium store. I'm liking what I'm seeing so far.

Plasma Widebeam Rifle
- Primary fire range: 35 meters
- Secondary fire range: 35 meters
-- Exploit attack, hits up to five targets
- Thoughts: This thing is an absolute monster and I already love it. The range on it allows for a stupidly wide cone of effect, allowing you to catch an entire group of baddies in it. If they're all exposed, good night. Its primary fire damage is also very high; The Plasma Wide Beam Rifle mk XI [CrtH] [Dmg] [KB3] I picked up from the dilithium store is 13 DPS behind my Advanced Fleet Plasma Split Beam Rifle mk XII [Dmg]x3 [KB3]. I don't even want to think of what a potential fleet version of this weapon would be like.

Plasma Piercing Beam Rifle
- Primary fire range: 25 meters
-- Increasing chance (5-15%) while maintained to cause: xx.x Plasma damage per second
- Secondary fire range: 35 meters
-- Increasing Shield Penetration (20%-80%) while maintained
-- Exploit attack
- Thoughts: This is an interesting gun. The small range on it can be kinda self-defeating, depending on where you're using this gun. Also, the secondary is particularly underwhelming from my tests. Usually by the time I got up to 60-70% shield penetration from keeping the button held down, the target's shields were gone anyways. Unless this shield penetration directly goes through the Medical Vanguard science trait, I don't see this being that great of a weapon in PvP. In PvE, there are better ways to poke through a shield's targets, that being swords.

Plasma Repeater Pistol
- Primary fire range: 25 meters
- Secondary fire range: 25 meters
-- Exploit attack
-- Continuous fire for five seconds as long as you hold the button down
- Thoughts: Also an interesting weapon. If a target becomes exposed while you're shooting them with this, they are going to take exploit damage guaranteed. There is no way a medic could react quickly enough to spot heal someone to remove the expose in that situation. When testing with a Tac superbuff (without Ambush), this thing literally ripped everything to shreds. It'll certainly be a nice toy to use.

Plasma Split Beam Pistol
- Primary fire range: 30 meters
- Secondary fire range: 30 meters
-- Expose attack
- Thoughts: I really like it. It has a much wider cone than full auto rifles do (and a longer range), opening it up as a possible use for an expose weapon. Its secondary is so quick to reload and does respectable damage, so you'll be throwing exposes out everywhere, making it seem like the superior choice compared to a full auto rifle, except in the case of the Omega Force full auto.

Plasma Charged Burst Assault
- Primary fire range: 30 meters
- Secondary fire range: 30 meters
-- 0-128 (Mk I common) plasma damage when uncharged, deals increased damage based on charge time
-- 5%-15% chance to knock affected targets' shields offline. Chance increases with charge time.
-- About 3-4 seconds to fully charge up
- Thoughts: I like the idea. Giving us a weapon that does more damage based on how long you hold the secondary fire down is pretty neat. The shield offline debuff is pretty neat too. However, the buff lasts 1 minute, which to me feels like a possible balance concern for ground PvP. I haven't tested with a group yet, but I suspect that if one target has its shields knocked offline, all targets hit with that shot will.

Plasma Long-Range Assault Minigun
- Primary fire range: 35 meters
- Secondary fire range: 35 meters
-- Exploit attack
- Thoughts: Miniguns in their current state are the worst weapon possible. They lock your abilities up due to the ridiculously long animation lock, and they don't even do great damage. An extra 5 meters is inconsequential at best, especially considering they do less damage than even a standard minigun. My suggestion? Right click -> discard.

However, my main gripe with these weapons is that they are only limited to Plasma damage, it seems. The only ones I could find on the dilithium store were plasma-based. If there are no plans to introduce phaser, disruptor, tetryon, polaron and antiproton variants, please, PLEASE reconsider. Some of these weapons are too good to pass up, and I'd hate to be shoehorned into Plasma damage to be at the top of my game. A Polaron Widebeam Rifle would be incredibly useful for the high chance that you'll shut down at least two of the enemies' weapons.
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Lt. Commander
Join Date: Mar 2013
Posts: 230
# 2
04-19-2013, 01:14 PM
Romulans were notorious for always using Disruptors, so I don't know where all this plasma stuff came from in the first place.
Lieutenant
Join Date: Jul 2012
Posts: 75
# 3
04-19-2013, 04:25 PM
Cheers OP for the specs on the rom weps also is anyone having probs with not seeing the gfx effects of the secondary fire modes?
As I see damage but no visual effects the primary modes seem to function correctly.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 4
04-19-2013, 06:21 PM
Thanks for the feedback! These are still in a pretty early state, and many of them will probably see balance changes before they're shipped. The visual effects for these weapons are placeholder.

If the Charged Blast is knocking shields offline for a minute (which is what it sounds like you were describing), that sounds like a pretty serious bug. I'll look at that immediately.

These currently represent the technology developed by the Romulan Republic, who specifically use Plasma weaponry. We're open to the possibility of other damage types at some point in the future, but probably not for launch.
Commander
Join Date: Oct 2012
Posts: 297
# 5
04-19-2013, 06:24 PM
will there be elite fleet versions of the plasma weapons for romulan toons?
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 6
04-19-2013, 06:37 PM
Quote:
Originally Posted by threat21 View Post
will there be elite fleet versions of the plasma weapons for romulan toons?
Probably not for launch. Possibly in the future.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,303
# 7
04-20-2013, 01:08 AM
Quote:
Originally Posted by archoncryptic View Post
Thanks for the feedback! These are still in a pretty early state, and many of them will probably see balance changes before they're shipped. The visual effects for these weapons are placeholder.

If the Charged Blast is knocking shields offline for a minute (which is what it sounds like you were describing), that sounds like a pretty serious bug. I'll look at that immediately.

These currently represent the technology developed by the Romulan Republic, who specifically use Plasma weaponry. We're open to the possibility of other damage types at some point in the future, but probably not for launch.
Why not expand the Republic weapons to include the Plasma-Disruptor hybrid weapons you have in-game?
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Commanding Officer: Captain Pyotr Ramonovich Amosov
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Survivor of Romulus
Join Date: Jun 2012
Posts: 1,690
# 8
04-20-2013, 06:22 PM
one of the bugs with [Plasma Charged Burst Assault Mk V] (highest i can use atm) is that the boffs always hold down the 2nd fire, causing them to be useless.

as for the autofire 2nd fire mode for the repeater pistol....wont work correctly as it stops after a second...

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Career Officer
Join Date: Jun 2012
Posts: 822
# 9
04-22-2013, 11:42 AM
Quote:
Originally Posted by archoncryptic View Post
If the Charged Blast is knocking shields offline for a minute (which is what it sounds like you were describing), that sounds like a pretty serious bug. I'll look at that immediately.
This is what happens with Tachyon Harmonic, when they break shields.

I was in one of the ground PvP bootcamps where they explained how Tachyon Harmonic works, and after it was used, the coach began explaining a lot of stuff, and by the end of it, the affected broken shields were STILL broken. Back then it seemed like a couple minutes of broken, non-recoverable shields.

Is this intended?
Captain
Join Date: Jun 2012
Posts: 2,102
# 10
04-22-2013, 03:07 PM
Quote:
Originally Posted by tk79 View Post
This is what happens with Tachyon Harmonic, when they break shields.

I was in one of the ground PvP bootcamps where they explained how Tachyon Harmonic works, and after it was used, the coach began explaining a lot of stuff, and by the end of it, the affected broken shields were STILL broken. Back then it seemed like a couple minutes of broken, non-recoverable shields.

Is this intended?
When tachyon harmonics is used, it strips X amount of shields, but the shields don't register the damage and they don't regenerate. However, the Omega reputation passive, any shield with the [Reg] mod, any armor with the [RegSH] mod, or any shield heal with restore the lost shield health. Also, taking any damage from anything other than tachyon harmonics will heal the shields. In PvP players will always take damage after tachyon harmonics. The only time you would notice the lack of regeneration is in a demonstration of the ability. Hardly game breaking though.
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