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Lt. Commander
Join Date: Dec 2007
Posts: 120
I just want to confirm if my eyes are telling me the truth...but I cant seem to use disruptors on my BoP within a certain range. Some where around 1-1.5km they seem to not fire.

Please tell me this isnt so...why make minimum firing range for these weapons? Torps should have minimum firing range...not energy/plasma weapons(ok plasma torps should too).

It is a bit of a gimp if this is true. This means Fed turtles need only slam on the brakes or close the range between us as fast as possible to severly limit our time of engagement with these critical weapons. They get to blast away the whole time with phasers, while we get stuck our of firing position.

Think about it, if this is true, we get gimped because our forward facing weapons design, we are constantly closing on the trarget...essentially constantly working toward the shut-down of our prime weapons. In order to minimize or stop this progression we have to flyat an angle that makes us unable to fire the weapons at all. Or we begin to engage the target as soon as possible at 10km, where half the shots are wasted. So we only get about 9km of engagement ranges, with only 5km of being worth anything...any attemptsto prolong our engagement time means we arent actually engaging since we have to maneuve the target out of our firing arc. We ended up wasting our potential.

If there is a minimum firning range, at least give the BoPs(and maybe the Raptors also) a range buff for cannons(perhaps a debuff for phasers and arrays). Allow us to engage with 45 degree arc(only) cannons from farther out(12-15km) and/or reduce the impact of distance to damage output for cannons.

If the Fed escorts have the same problem with thier cannons, then apply the same modification for them...but without(or a lesser) phaser or array debuffs.

Either way, it should be understood that the tin can BoP needs all the engagement time it can get. Yes it hits hard for its size, but it doesnt take hits well at all, it has no combat endurance or resiliency, the weapon's lay out intended for the BoP already severly deminsihes its engagement time with its best and role specific offensive attribute(the 45 deg arc cannon...think about it was built around this weapon type in mind) to half the time of any other class(except maybe the escort) in game.

We need more engagement time without resulting tutling(we wouldnt stand a chance) or Kaufman Retrograde BS(thats just too noobish), or circle-jerking with a omni-directional phaser firing turtle(its silly and ****er-productive).

Going arrays and other wide arc weapons is just counter-productive because it negates our design strengths by encouraging us to linger about circle-jerking so we get crushed like the tin cans we are....or we dip in and out like we should, but doing actually less damage because the arrays give up the burst damage that our design and its tactics relies on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-01-2010, 10:19 AM
That's not the problem, the problem is the cone of fire.

Imagine the cone coming from your ship, and the size of the circle it makes. As you get closer to your ship, that circle becomes smaller and smaller until below 2k, it's so small that your target can't be above or below you, or you can't shoot it.

That's why the advice to feds is to run on top of a cannon firing enemy to avoid damage.

I've killed so many cannon enemies who never did any damage to me that I always have to sigh at the posts by cannon users who think they have the ultimate build. A build that forgoes everything for a situational gamble is a build that works right up until you run into the guy who knows what you are doing wrong.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-01-2010, 10:30 AM
Quote:
Originally Posted by Meat_Machine
That's not the problem, the problem is the cone of fire.

Imagine the cone coming from your ship, and the size of the circle it makes. As you get closer to your ship, that circle becomes smaller and smaller until below 2k, it's so small that your target can't be above or below you, or you can't shoot it.

That's why the advice to feds is to run on top of a cannon firing enemy to avoid damage.

I've killed so many cannon enemies who never did any damage to me that I always have to sigh at the posts by cannon users who think they have the ultimate build. A build that forgoes everything for a situational gamble is a build that works right up until you run into the guy who knows what you are doing wrong.
This is true and its a pain because depending on your camera angle and such it can be impossible to see why you cant fire. By the time you have worked it out the fed has probably blown you away.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-01-2010, 10:34 AM
Then the cone is done horribly wrong...because I have my nose up their arse...its not an elevation issue. If it is the cone, they need to adjust the cone to provide a better enevlope since the scale is so skewed.

If the firing arcs are centered on the middle of the ship then they are screwing us....it ignores the placement of the guns and makes for a much too narrowm firing envelope point of the ship(I guess its one other draw back of being design by cut and pasting Feds who rely on omni-directional phasers).

They need to slide the point of divergence for the arc to the rear(or farther) of the ship so there would never be a time where you are facing the target within the wingspan of the BoP and not be able to fire.

In other words, the limits of 45 deg arc need to pass/intersect the outer most parts of the BoP wing on its way out forward from the ship. The BoP's wings need to be included within the 45 deg arc...that has to make sense right?...adjust the point back until it does.
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