Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-27-2010, 05:12 AM
Ok to the guys crying about power drain here... there´s something called Weapons Batteries... and they´re actually more than just fluff that is sold at the next available vendor; you now have to use them with rapid fire just as all beam overload users had to use them ever since.

Oh so they´re on a 5 min cooldown? well so you now can only do REALLY high DPS every now and then, or roll an engineer, get skills like EPS transfer and Nadion Inversion and do less burst dmg but more sustainable DPS.

Also have you ever heard about Emergency Power to Weapons ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-27-2010, 05:36 AM
And have you ever heard of "It was better before"?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-27-2010, 11:50 AM
Quote:
Originally Posted by oberlerchner123 View Post
And have you ever heard of "It was better before"?
Yes you´re right it was seriously overpowered before compared to other weapon augmentation powers like Beam Overload or Torpedo High Yield, which if you take a close look just give you a short burst of damage, not a big DPS increase over an extended period of time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-27-2010, 12:09 PM
I wouldn't be able to do nearly as good without using Rapid Fire. In fact, I use Rapid Fire I and Rapid Fire II.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-27-2010, 12:20 PM
tbh i doubt most klingon tac captains even notice the loss, now they can buff APO/APA/FOMM etc to the same lvl's as their fed counterparts overall damage has gone up.

Klingon sci captains might notice a drop in wpn performance, but hell drop one of those VM's and take an APO and your right back where you were.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-27-2010, 12:49 PM
Okay, after a respec and some testing, RAPID FIRE is still very viable.

Good thing I selected the blue gear efficent impulse engines giving me some extra energy to weapons, which combined with a green gear EPS Flow Regulator, and my Engineering EPS buff, yeah - rapid fire still KICKS MAJOR A$$ most especially since all my cannons are now green gear 30% crtical severity hehe...

With the respec and some extra consoles effecting cannons and disruptor damage, I'm tearing stuff up faster than before!!! :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-28-2010, 01:23 AM
honestly... my escort runs 121 weapons power, and the targets still die within seconds. CRF3 + TSS3 + HYT3, and often times the 4 torpedos don't even make it to the target before it blows up.

and I'm not joking about those torps not making it to the target before it dies.
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