Empire Veteran
Join Date: Jun 2012
Posts: 817
# 41
08-27-2013, 01:56 AM
I still live in the hope that the PvP revamp might introduce some game balancing features on the beam vs cannons front.

How about side firing DBBs as an idea?

To me beams should hit hardest but have long cycles. The biggest and most 'powerful' ships in the game have the weakest offensive weaponry. Let them hit hard. But slowly.
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Captain
Join Date: Jun 2013
Posts: 1,729
# 42
08-27-2013, 02:25 AM
Quote:
Originally Posted by warmaker001b View Post
Attack Pattern Omega, a high end TAC ability that all Escorts can access, and very few Cruisers can access... is the "Get out of jail card." It makes you move faster, turn better, resist damage, improves defenses, and makes you immune to movement debuffs... jesus, does it bring you breakfast in bed the morning after also? And APO is THE buffing ability of TAC centric players / ships. APO is THE buffing ability that is available earlier than the TAC Captain Attack Pattern Alpha (which has longer cooldown). APO is THE ability that most of the high powered attacks are based around of. The only combination better in buffing damage output is combining APO & Attack Pattern Alpha. Because of APO's obvious OP'ness, it is the most often used buff in this game. An Escort player not running APO is a damn fool.

It renders EVERYTHING you said pointless. And if APO is on cooldown, "Evasive Maneuvers" does the trick.
It is one of two buffs, yes but rendering EVERYTHING i said pointless? thats a bit of a stretch. i dont care how fast you go if i push you you are moving, unless you have resist to repel. Now im not going to be an A** and just say anything is more right than what you say, but yes you are right that APO is a great tool. But please don't try and tell me who is a fool and who is not.

Can't people bring a point to the table without putting down other people? FFS there's no need for it.
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Captain
Join Date: Nov 2012
Posts: 1,197
# 43
08-27-2013, 07:37 AM
for those who think this is such a huge unbalanced problem:

if you are using beams and think cannons are OP....get some cannons.

if you are using cannons and think beams are OP....get some beams.


solved.
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Captain
Join Date: Jan 2013
Posts: 659
# 44
08-27-2013, 08:19 AM
Quote:
Originally Posted by cgta1967 View Post
for those who think this is such a huge unbalanced problem:

if you are using beams and think cannons are OP....get some cannons.

if you are using cannons and think beams are OP....get some beams.


solved.
Cannons on a cruiser are crippled by the turn rate. Nothing solved.
Captain
Join Date: Nov 2012
Posts: 1,197
# 45
08-27-2013, 08:27 AM
if you think your ship's turn rate is underpar.

get a different ship.

solved.


it's always something...
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Survivor of Romulus
Join Date: Jun 2012
Posts: 1,014
# 46
08-27-2013, 08:57 AM
Quote:
Originally Posted by cgta1967 View Post
if you think your ship's turn rate is underpar.

get a different ship.

solved.

it's always something...
"Deal with it or do something else" is not a viable solution to the problem. This is an issue inherent to the way ships are classed in STO: If a player really wants to hop into a Galaxy (perhaps they really enjoyed TNG growing up), but also wants to compete in PvE or PvP, they're out of luck because the game's balance has been tipped in the direction of escorts for some time now. Slapping cannons on a cruiser isn't effective--or we'd see plenty more cruisers shooting cannons. Since we don't, we can only surmise there's something lacking about playing with cruisers.

STO's gameplay, at least in this regard, is balanced around punishment. Cruisers can't do something that escorts can. Science can't do something that cruisers can. Escorts can manage both, but the most important thing they can do is dish out ridiculous DPS. Since the game has been built around damage (killing mobs or players), escorts are inherently better for getting the job done. Why bother with anything else when all you need is an escort?

The team really needs to step back and either consider how to make cruisers and science ships more viable in damage output, or they need to figure out how to make their current roles more viable. I touched on this in another thread, but what I think needs to happen is that cruisers need to be better tanks (since that's apparently their niche) and science ships need to be better at exotic abilities (their niche). On top of that, their abilities need to be made more meaningful in a game where damage is king.
Career Officer
Join Date: Jun 2012
Posts: 1,098
# 47
08-27-2013, 09:02 AM
So with all these arguments would folks be happier if a beam and a cannon were both the same dps wise in the forward arc and all weapons get a reduced dps as you move out of the respective arc, ie to 45deg full dmg, 46-90 80% dmg, 91-120 60% dmg etc until we get to the current ratio of beam to cannon we have now? This does mean that all weapons will be able to fire in a very wide arc.

otherwise as it is now weapons have a drawback in there choices which surely is what most game players want.
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Captain
Join Date: Jan 2013
Posts: 5,028
# 48
08-27-2013, 09:06 AM
Quote:
Originally Posted by dirlettia View Post
So with all these arguments would folks be happier if a beam and a cannon were both the same dps wise in the forward arc
The purpose of the proposal is to make them distinct, not to make them even more similar. They are effectively the same now, which is why most people only look at one variable when choosing an energy weapon, namely the potential DPS for the ship at hand.
Captain
Join Date: Jan 2013
Posts: 659
# 49
08-27-2013, 09:15 AM
Quote:
Originally Posted by cgta1967 View Post
if you think your ship's turn rate is underpar.

get a different ship.

solved.


it's always something...
Who peed in your corn flakes this morning?

The reality you are hiding from is simply that beams suck, cruisers can only make use of beams, therefore cruisers suck, therefore Cryptic sucks for not fixing this problem that Cryptic created.
Captain
Join Date: Nov 2012
Posts: 1,197
# 50
08-27-2013, 09:18 AM
cruisers dont suck at all IMO, I rather enjoy them....but I also know that they have a purpose in starfleet other than one on one warfare.... just like science ships are intended for something other than 1 on 1 conflict against escorts..



escorts excel in one on one PVP because they are made exclusively for head to head war .... science ships not so much as they are for messing the other guys systems up and cruisers are more for 'I can take a hit while you guys blast em" teamplay than solo in fights.

If you want to excel in 1v1 PVP....why would you even consider using a science ship or a cruiser? PVP is 100% about kill the enemy conflict, and killing the other guy with deadly force as quickly as possible.

so yeah.... if you are having a hard time in PVP.....get the biggest best fastest most maneuverable weapon, which an escort with forward facing cannons seems to provide rather well.


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Last edited by cgta1967; 08-27-2013 at 09:48 AM.
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