Go Back   Star Trek Online > Information and Discussion > The Academy
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
11-11-2010, 02:26 AM
I'd prefer they kept the cap at 125. Weapon Power is too powerful already comared to the others, and no power level should get special treatment in regards to overcapping.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
11-11-2010, 07:07 AM
Weapons Power Hard Capped at 135 Power? Strange, but ok... Check... Got it.

Thanks Nagorak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
11-11-2010, 08:03 AM
Quote:
Originally Posted by MustrumRidcully View Post
I'd prefer they kept the cap at 125. Weapon Power is too powerful already comared to the others, and no power level should get special treatment in regards to overcapping.
It is usually the hapless escort types who benefit most from this, so I am fine with weapon power getting the benefit from over capping. But actually all other power levels also benefit in the same way as it means Target Sub System attacks are less damaging (as they drain power) if you can boost power beyond 125, and I am also fine with that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
11-11-2010, 09:45 AM
You know I was thinking... I wonder why they bother with soft/hard caps. If 135 is the "hard cap" - why not just have the system go up to 135? Why have invisible power to begin with? It seems to me as something that will just lead to confusion/uncertainty.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
11-11-2010, 08:48 PM
Well, if we want to start discussing things being confusing, I'd suggest a lot of changes. For example, it's confusing that you can actually do less damage by equipping too many weapons, and that weapons scale differently at different power levels.

All of that could have been made much more intuitive by simply having energy drain be a percentage of your weapon power setting, rather than a fixed value. Then you'd get the same results whether you fired at 50 energy or at 100 energy, only at 50 energy your weapons would all do half as much damage.

That simple change would make it so you wouldn't practically be forced to run with high weapons power, and make it so people couldn't inadvertently gimp themselves by equipping too many weapons for their power level.

A hard cap at 125 instead of 135 would also really make more sense.

The whole space energy system could use a bit of an overhaul, but I don't get the sense that it's a priority, so we'll just have to make the best of how things are.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
11-12-2010, 01:42 AM
Yes. You'll never know if something like that will happen eventually, but I am not seeing it on the agenda currently, either. at best a few minor tweaks. :|
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
11-13-2010, 12:09 AM
Now that the turret energy recovery bug has been fixed, would that change your weapon damage scaling chart for turrets at all?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
11-13-2010, 02:57 AM
Quote:
Originally Posted by torokokill
Now that the turret energy recovery bug has been fixed, would that change your weapon damage scaling chart for turrets at all?
It should boost damage probably 10-15% toward the far end of the curve, and less as you get back toward the beginning as energy drain has less of an impact with fewer weapons. Expect an update on the turret scaling at both 100 and 125/135 in the next week or two. I'll do 100 first, and then focus on 125 after that. I also have some ideas about testing the extra DPS of adding turrets to a build (ex: how much more damage does 3 dual cannons and 2 turrets do than 3 cannons and 1 turret or no turrets), so that may follow. I've been holding off on doing too many turret tests due to the bug, and now that it's fixed I can move forward on them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
11-13-2010, 03:39 AM
Threads like these make we want a posrep/LIke function. I appreciate the effort of all players to increase our knowldge of the mechanics and their implications.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
11-17-2010, 06:46 PM
Well, it seems there might be a hold up in retesting turrets because the fix seems to have been made to Holodeck, but not on Tribble, where I do all of my testing. I no longer have a live character that has the identical skill setup to the other tests, so I can't test there without retesting everything, which I'm obviously not interested in doing.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:19 PM.