Career Officer
Join Date: Jun 2012
Posts: 3,869
# 11
08-26-2013, 08:24 AM
On first thought this suggestion echoed "NO" with me too, but then I realized that this idea just needs significantly more work, and insight, and then it would be a great idea.
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Rihannsu
Join Date: Aug 2012
Posts: 363
# 12
08-26-2013, 01:53 PM
Quote:
Originally Posted by shadowwraith77 View Post
Firing Arc is a dead discussion because escorts can easily match a BA arc with their cannon arc.
Fly a Battle Cruiser.

And back to your original post, you said cannons shouldn't do more damage than beams for the energy consumption.
So how else do you propose balancing the fact cannons have 1 fifth the firing arc?
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Career Officer
Join Date: Jun 2012
Posts: 2,287
# 13
08-26-2013, 01:57 PM
Quote:
Originally Posted by ursusmorologus View Post
replies with no substance are just +1 posts ... LEAVE ESCORTS ALONE ... okay I get it
I don't use escorts or cannons. There is nothing wrong with beams. There is nothing wrong with cruisers. If you do poorly with either, that is your fault and requires no changes to gameplay mechanics.

Try again.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,447
# 14
08-26-2013, 01:58 PM
Quote:
Originally Posted by futurepastnow View Post
I don't use escorts or cannons. There is nothing wrong with beams. There is nothing wrong with cruisers. If you do poorly with either, that is your fault and requires no changes to gameplay mechanics.
TopSet agrees with this post.

For the first time in a long time, beams and cannons have good parity and balance.

Stop trying to change that with stupid ideas.
Captain
Join Date: Jan 2013
Posts: 3,306
# 15
08-26-2013, 02:20 PM
Quote:
Originally Posted by futurepastnow View Post
There is nothing wrong with beams.
Oh alright ... so why dont we see more escorts running them?
Captain
Join Date: Nov 2012
Posts: 1,197
# 16
08-26-2013, 02:29 PM
Quote:
Originally Posted by ursusmorologus View Post
Oh alright ... so why dont we see more escorts running them?
wanna hear my reason ? no? ... well tough cookies.


with my two tactical captains; I fly one escort with cannons, and the other with beams.... and I like playing both of them.

it's a matter of mixing it up...and staying as far away from the flavor of the month as I can get...
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Captain
Join Date: Jun 2012
Posts: 2,036
# 17
08-26-2013, 02:33 PM
We could go back to the original way of how STO handled weapons potency and power.

When STO came out, DHCs were back then, still kings in spike damage. Even back then though, not everyone bought completely into DHCs. The reason was simple.

Weapons Power drain. Making an attack with DHCs and stuff on CRF quickly brought your weapons power down within a few seconds. During that window, your damage was great, but your weapon power would not hold up. Escorts and BOPs were good for making strong attack runs using these high powered, narrow arc weapons. The power recovery was slow, and EPS skill was crucial.

Somewhere along the way after I left STO in the first 3-4 months, weapon drain was altered. Back in early STO, weapon drain did not recover to the near instantaneous recovery that it has now. Back then, if you fired off a salvo of DHCs on CRF, within 2-3 seconds of heavy fire, your weapons power was GONE.

Escorts, Birds of Prey did not spray CRF in the 99% timespan they do now. Escorts and damage dealers, if they elected to do the maximum, highest potential, could only do it in short bursts.

Dual Cannons did not fare better, because again, all their fire, just like DHCs, were towards the same narrow arc, and they fired faster with even more drains.

Beam Array weapon drain back then was still an issue for beamboats. For you to do 6 back then was stressing the limits of available weapon power for your broadsides.

Players back then, if they wanted better weapons power recovery, needed insanely high EPS Skills. Max out the skillbox, stuff in EPS Manifold Consoles (yes, people, THOSE consoles in early STO were crucial for good, steady, damage output). Players had to sacrifice console space for good weapon power recovery, and that IMO, would be a great balancing act for today.

Now, **IF** we go back this route, this will considerably bring down overall damage. Escorts will still do serious Spike Damage, but they need to do this in attack runs.

In addition, the game's overabundance of defenses, namely in the passive department, need to be seriously toned down.

STO's combat in its early days, believe it or not, was far more balanced and widely diverse than it is today.

Last edited by warmaker001b; 08-26-2013 at 02:35 PM.
Captain
Join Date: Jan 2013
Posts: 3,306
# 18
08-26-2013, 02:42 PM
Quote:
Originally Posted by cgta1967 View Post
...and staying as far away from the flavor of the month as I can get...
your being different for the sake of being ornery doesnt prove that beams and cannons are balanced, if anything its proof of the opposite
Captain
Join Date: Nov 2012
Posts: 1,197
# 19
08-26-2013, 02:44 PM
Quote:
Originally Posted by ursusmorologus View Post
your being different for the sake of being ornery doesnt prove that beams and cannons are balanced, if anything its proof of the opposite
has nothing to do with balance..... beams are beams...and cannons are cannons.
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Last edited by cgta1967; 08-26-2013 at 02:46 PM.
Lt. Commander
Join Date: Jan 2013
Posts: 114
# 20
08-26-2013, 02:54 PM
Escorts don't use many beams because they are allowed to use dual cannons. dual cannons trade firing angle for damage. Coupled with the high turn rates of escorts, they have the highest DPS potential. Imbalance? No. Escorts are commonly referred to as "glass cannons" because they the most fragile ships of the range. In essence, the trade off HP for DPS.

If you stunt the one asset escorts have, escorts would become much weaker than the other two ship classes.
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