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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-14-2010, 12:56 AM
bravo, very impressive
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-14-2010, 02:35 AM
thanks for all the hard work

next time you run some tests like this would you be able to include a table for range as well? would be interesting to know how fast and at what range cannons and beams drop off

edit: just hope your up for all the rage you will prob get from the people who are in love with their 8 beam cruiser set up
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-14-2010, 07:23 AM
I also used your thread to help notice the issues that could arise when the weapon energy scale would be changed to make lower energy weapon builds more viable. http://forums.startrekonline.com/sho....php?p=2751538

If you're not quite sick of testing, it might be interesting to see how an "all front DPS" build using turrets and dual heavy cannons actually works.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-14-2010, 01:43 PM
Thanks for going though all of this again!

This definitely will come in handy!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-14-2010, 06:51 PM
Quote:
Originally Posted by NzFox
thanks for all the hard work

next time you run some tests like this would you be able to include a table for range as well? would be interesting to know how fast and at what range cannons and beams drop off

edit: just hope your up for all the rage you will prob get from the people who are in love with their 8 beam cruiser set up
I think that the range drop off was already tested on The Engine's Cannae Take It! Here's a link. As far as I know, the range drop off has not been changed. That was the reason I tried to stay under 1 KM because after 1 KM beam damage starts to drop off (with cannons it doesn't happen until 2 KM but then it drops off more quickly).

As far as 8 beam boats go, I think it's important for people to be aware of what's really happening. You can still make 8 beams work, it's just you need more power. Since cruisers get so many Eng BO abilities carrying a couple Emergency Power To Weapons isn't that difficult.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-16-2010, 02:38 PM
Extremely useful. Thank you a lot for the graphs and explanations.

Your tests confirmed my idea to switch from a 3+1 Torp Front, 3+1 Torp Rear cruiser setup to a 1 DBB+2BA+1Torp front setup. Only having a 5 beam broadside can help recover some energy and I like the somewhat stronger front array with a stronger BO through the DBB.

I specced 9 in Auxiliary System Performance and 6 in Weapon System Performance and it really pays off to have that +7 extra weapon power, basically a free console. Together with 3-4 Weapon Power consoles I can keep the 5-6 beams running without major drop. If I run a 2 Resist Consoles + 2 Weapon Power or 4 Weapon Power consoles or whatever console mix setup depends on the situation and my mood.

It also shows that it is easily possible to run a BoP with 2 or even 3 resist consoles and still maintain high weapon power levels with DHCs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-18-2010, 02:58 AM
Thanks a lot! This thread answered all the questions I had about a new setup for my assault cruiser at once :-)

Really great work! I love reading your tests!

So is the difference with and without EPS consoles really zero since the new patch? You used a flow regulator even if you stated yourself that this is not supposed to make a difference... Did you also test if there really was no effect on weapons damage any more?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-18-2010, 04:15 AM
Very impressive work. Sticky please.

I might just go ahead and change my build a bit now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-18-2010, 03:27 PM
Excellent guide, Nagorak!
This thread deserves a sticky!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-18-2010, 10:11 PM
Quote:
Originally Posted by Faenwolf View Post
So is the difference with and without EPS consoles really zero since the new patch? You used a flow regulator even if you stated yourself that this is not supposed to make a difference... Did you also test if there really was no effect on weapons damage any more?
I ran a few "eyeball" tests and really couldn't see a difference, but I haven't run a comprehensive test yet. The main reason I used the EPS flow regulator was so that after dropping out of full impulse it took less time for my power to come back. That way I didn't have to wait for a few more seconds before entering the battle.

Also, I had started testing with it in for the first few tests and then didn't want to change anything up for the rest of the tests. In retrospect, I should have used 2 MK VIII EPS flow regulators to take even the chance of it effecting energy regen out of the equation (by having more than sufficient EPS flow installed).

I can say with fairly high confidence that I don't believe the EPS flow makes a difference for beams. Because cannon energy regen is, in my opinion, bugged it may still help there. If you put a gun to my head and made me give an answer, I'd have to say that I currently don't think it makes a difference. I intended to run a test just to be sure, but I was so burned out on testing that I had to take a break and actually play the game for a while. Maybe I can try to get to it today.
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