Commander
Join Date: Mar 2013
Posts: 332
# 11
09-26-2013, 08:06 AM
I'll grant you that the damage can be made up elsewhere, but your arguing point was about power levels, not boff passives or officer layouts or fleet ships.

You were claiming that the singularity cores give us more power, which is false - romulan ships will still have less power to all systems than any fed or kdf ship, due to the penalty inherent in singularity cores.

And if you want to compare vessels, compare the ones we're talking about.

The Ar'kif tactical carrier warbird vs the Armitage heavy escort carrier:

The Ar'kif has 500 less hull. It gains 100 crew capacity (for all that crew is worth, which isnt much at endgame here) to somewhat counter that.
The Ar'kif has 1 less tactical boff ability and 2 less engineer boff abilities, but this is partly countered by having a lt commander universal slot. Again, the ship sticks with the theme of less potency for more versatility.

Compare the singularity beam to the photon torpedo console available to the armitage, however - the singularity beam is a one target attack that takes 20 seconds to dish out it's full damage potential (if it doesnt get interrupted), requires building singularity charge before firing, disables the ship's annihilation mode bonus after use, and has a 4 minute cooldown.
The Photon point defense system only has, if I recall correctly (been a while since I've flown mine) a 3 minute cooldown, is multi target, and does just as much damage. It also comes with no other penalties.
Captain
Join Date: Apr 2013
Posts: 3,258
# 12
09-26-2013, 08:22 AM
Quote:
Originally Posted by telbasta7386 View Post
I'll grant you that the damage can be made up elsewhere, but your arguing point was about power levels, not boff passives or officer layouts or fleet ships.

You were claiming that the singularity cores give us more power, which is false - romulan ships will still have less power to all systems than any fed or kdf ship, due to the penalty inherent in singularity cores.

And if you want to compare vessels, compare the ones we're talking about.

The Ar'kif tactical carrier warbird vs the Armitage heavy escort carrier:

The Ar'kif has 500 less hull. It gains 100 crew capacity (for all that crew is worth, which isnt much at endgame here) to somewhat counter that.
The Ar'kif has 1 less tactical boff ability and 2 less engineer boff abilities, but this is partly countered by having a lt commander universal slot. Again, the ship sticks with the theme of less potency for more versatility.

Compare the singularity beam to the photon torpedo console available to the armitage, however - the singularity beam is a one target attack that takes 20 seconds to dish out it's full damage potential (if it doesnt get interrupted), requires building singularity charge before firing, disables the ship's annihilation mode bonus after use, and has a 4 minute cooldown.
The Photon point defense system only has, if I recall correctly (been a while since I've flown mine) a 3 minute cooldown, is multi target, and does just as much damage. It also comes with no other penalties.

Arkif has +1 base turn rate, that is very significant

Regarding the boff layout, you can either choose to ltcomm engineering with the universal and match the armitage, or you have the benefit of the flexibility. So it is just like the issue with the fleet variants of the dhelan retro and the advanced escort.

Really I dont see a potency decrease here, i do see a versatility increase, but loss of potency? I dont see that at all.

Commander tac/lt tac and 4 tac consoles means this ship will pack a wallop either way. It has a turn rate closr to that of the defiant as well. So the comparison doesnt really show me a whole lot to counter previous points, it just shows me a pretty similar layout.

Id be really curious what the fleet variant is going to look like, however. That is where you would likely see the balance issues truly arise. The C-store variants of the warbirds arent the really nasty ones, it is the fleet variants thus far that have been truly outclassing their fleet fed/kdf counterparts.
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Commander
Join Date: Mar 2013
Posts: 332
# 13
09-26-2013, 08:31 AM
Regardless, the purpose of this thread still needs to be seen to.

The singularity beam has lacking and uninspired visual and sound effects, it's damage leaves something to be desired, and there are obviously bugs or glitches causing it to not last as long as it should.

The cooldown may be justified, even if I'm of the opinion it isnt, but the other issues should be addressed.
Captain
Join Date: Apr 2013
Posts: 3,258
# 14
09-26-2013, 08:34 AM
Quote:
Originally Posted by telbasta7386 View Post
Regardless, the purpose of this thread still needs to be seen to.

The singularity beam has lacking and uninspired visual and sound effects, it's damage leaves something to be desired, and there are obviously bugs or glitches causing it to not last as long as it should.

The cooldown may be justified, even if I'm of the opinion it isnt, but the other issues should be addressed.
Bugs glitches and visual effects fixes wouldnt bother me in the slightest, but I dont think the damage issue is one that needs addressed. Look at the poor Galaxy-X and tell me life for them is good.
Vice Admiral Rylana - U.S.S. DNT Omega X || Vice Admiral Lyzara - I.R.W. DNT Omicron X
Vice Admiral Kailiana - R.R.W. DNT Theta X || Vice Admiral Talina - I.R.W. DNT Tau X
Vice Admiral Victoria - U.S.S. DNT Upsilon X || Lt. General Dannika - I.K.S. DNT Sigma X
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Republic Veteran
Join Date: Jun 2012
Posts: 538
# 15
09-26-2013, 09:06 AM
Quote:
Originally Posted by rylanadionysis View Post
Read point 2 of the post i was replying to. They flat out say romulan ships do less damage, which is a grossly inaccurate claim.
Okay, I see that. Although I took it to mean less base damage from 10 less power not factoring in anything else. (which is not necessary for this topic and not entirely accurate as people all run 100 weapon power) Sorry for the mistake.

However the OP was really comparing Romulan ship vs Romulan ship to begin with and so crit Boffs are not relevant.

Quote:
Originally Posted by rylanadionysis View Post
Even without the super boffs a rom has 1.5% more crit than any other race, and they get another 3 percent worth of operative out of the storyline boffs (tovan has 1.5 and satra has 1.5)

So that right there is 4.5% more crit out of the box. That is not insignificant, by any means.
I understand this as well. At least with just these in mind others can get Embassy Boffs to match or come close. I do not dispute the possible advantages of crit Boffs, just the idea that we all have 5 Superiors. I actually support the call to make equal Boff traits available to all factions.
Commander
Join Date: Mar 2013
Posts: 332
# 16
09-26-2013, 09:21 AM
Quote:
Originally Posted by rylanadionysis View Post
Bugs glitches and visual effects fixes wouldnt bother me in the slightest, but I dont think the damage issue is one that needs addressed. Look at the poor Galaxy-X and tell me life for them is good.
I think the damage would sort itself out if the random interrupt issue was fixed. The problem there is that you cant get the full channel duration out of the attack, which in turn means you never build up the full damage potential of the ability.

At least phaser lance is instant.
Commander
Join Date: Mar 2013
Posts: 332
# 17
09-26-2013, 11:45 AM
Just to further stress my point, I ran a fleet action just a minute ago. During the course of it, I used singularity beam 3 times.

All 3 times, I made sure to not activate any abilities while the beam was channeling, I kept the target(s) within the firing arc, and made sure I was not being attacked or close enough to enemies to be effected by any abilities that might interrupt the beam.

All 3 times, I got roughly 3-4 seconds out of the beam before it failed, rather than the 20 seconds we're supposed to get.


I am completely and utterly disappointed in the attack right now, it isnt even worth a slot on my abilities hotbar. 3 seconds of less than 1000 damage per second, and then losing my 10 weapon power bonus for 30 seconds on top of that, and having to wait 4 minutes before I can even try the POS ability again...


Please, for the love of god, hotfix this.
Rihannsu
Join Date: Apr 2013
Posts: 700
# 18
09-26-2013, 01:30 PM
Telbasta..
Ihave attempted to use the focused beam quite a number of times.. My assessment of its use boils down to this..
Dont activate Singularity abilities
Dont activate any engineering, science or tactical abilities
Dont even breathe
and it works fine for a couple seconds..

I agree. They need to fix this asap..

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Commander
Join Date: Mar 2013
Posts: 332
# 19
09-26-2013, 04:14 PM
I made a post about it in the gameplay bugs forum:
http://sto-forum.perfectworld.com/sh...1#post12581471

Support it there, I guess.
Commander
Join Date: Mar 2013
Posts: 332
# 20
09-26-2013, 05:04 PM
Helping my brother with a low level fed mission tonight, I had full singularity charge, and used the beam on the IRW Rea (a d'deridex). Lasted for less than a second, was almost immediately interrupted, and I didnt see even one tick of damage from the beam.

This is broken beyond my ability to put into words, and it's starting to make me regret spending money on this ship. Guess I should've gone with the scimitar like everyone else.
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