Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-28-2011, 06:35 AM
Quote:
Originally Posted by inktomi19d View Post
8 beams is still a bad idea, and always has been. Hulls just go down too slowly without torpedoes, and firing 8 beams at once drains enough power that I'm not sure it's worthwhile.

Now 6 or 7 beams with FAW is pretty powerful. But if your talking about the Excelsior, you're kind of limited to FAW 2. You can go with FAW 3, but then you can't get APO, so you're kind of depending on your opponent not using tractor beams (especially with the Borg sets, it's a virtual guarantee that half the enemies you face will have tractor beams). FAW 1 or 2 is pretty easy to get without really giving anything up, but that's mostly because LT and Ensign tactical slots just aren't that valuable; FAW 3 seems to be the one people are complaining about, but if you're not on an escort you can't slot it without giving up some other major ability.
Hehe Power drain not a problem, there is skills for that.

And the use of FAW 3 is just to make ppl like you aware of the OPness, so you go and complain in forums so cryptic will make it back to normal
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-28-2011, 07:03 AM
Quote:
Originally Posted by Tidemand82 View Post
Hehe Power drain not a problem, there is skills for that.

And the use of FAW 3 is just to make ppl like you aware of the OPness, so you go and complain in forums so cryptic will make it back to normal
Skills or not, 8 beams is still a drain. It's a marginal increase in damage over 7, and you lose a torpedo to do it.

While torpedoes aren't usually great, it pays to keep 1 or 2 on every ship to exploit shields when they drop. Otherwise you end up having to beat on the same ship a lot more to get anything done.

Running 8 beams is a good way to pad your damage numbers at the end of a match, but it doesn't help with kills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-28-2011, 07:05 AM
Torpedoes on cruisers are not going to get you any kills either. Much better to run 8 beams that are always shooting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-28-2011, 07:28 AM
[quote]
Quote:
Originally Posted by hurleybird View Post
  • Tricobalt (mines and torpedos) as well as HY plasma torps are far too easy to shoot down -- even when you are not trying. An increase in projectile speed, or even some kind of native defense bonus to projectiles may be warranted to make these weapons useful again
  • A speed boost would be nice.

    Quote:
  • The new FAW destroys all spam, and carriers are included in this. It may be time to look into reversing some of the carrier nerfs now that there is a very common power that deals with carrier pets
Amen, and maybe a pet revamp to make them better in pvp without having to spam them.

Quote:
[*]Vorcha and excelsior should have the same amount of hull as both ships are otherwise very equally matched. Either bringing the Vorcha up to other cruisers or the Exclesior down to the health of the Vorcha[*]Galaxy-X got fixed (kudos) but the B'rel needs fixed even worse. Having incoming friendly heals not reveal the B'rel would go a long way to changing it from *deathtrap* to *viable*[/list]
Agreed on the B'rel needing fixes and the Vorcha up slightly in hull strength. The best of KDF 25th century tech indeed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-28-2011, 07:45 AM
Quote:
Originally Posted by Beagles View Post
Torpedoes on cruisers are not going to get you any kills either. Much better to run 8 beams that are always shooting.
Speak for yourself. It's easy enough to fire torpedoes on a cruiser, the only downside is that you can't broadside while doing it. If you're careful about your turns you'll only miss 1 or 2 pulses out of each volley though, so it's not that big a deal.

While torpedo arcs can be avoided a bit, that means eating broadsides, so it's really a win-win. Enemies don't try to avoid the torpedo arcs on a cruiser, they usually approach from the front and then try to camp out on the six. 4 beams to the front or rear is enough to keep shield down, but generally won't drop a shield that's up. 3 beams is pretty much the same -- it will keep a shield facing down but not drop it. It's easy to dogfight to maximize broadsides and then let your enemy stay on your six (which is where they were trying to be anyway) in order to score a a kill with a torpedo.

In a team situation it's easier to line up broadsides, but enemies will be constantly crossing to the front and rear anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-28-2011, 07:56 AM
Quote:
Originally Posted by inktomi19d View Post
Speak for yourself. It's easy enough to fire torpedoes on a cruiser, the only downside is that you can't broadside while doing it. If you're careful about your turns you'll only miss 1 or 2 pulses out of each volley though, so it's not that big a deal.

While torpedo arcs can be avoided a bit, that means eating broadsides, so it's really a win-win. Enemies don't try to avoid the torpedo arcs on a cruiser, they usually approach from the front and then try to camp out on the six. 4 beams to the front or rear is enough to keep shield down, but generally won't drop a shield that's up. 3 beams is pretty much the same -- it will keep a shield facing down but not drop it. It's easy to dogfight to maximize broadsides and then let your enemy stay on your six (which is where they were trying to be anyway) in order to score a a kill with a torpedo.

In a team situation it's easier to line up broadsides, but enemies will be constantly crossing to the front and rear anyway.
Are you talking about PvE ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-28-2011, 08:03 AM
Quote:
Originally Posted by inktomi19d View Post
Speak for yourself. It's easy enough to fire torpedoes on a cruiser, the only downside is that you can't broadside while doing it. If you're careful about your turns you'll only miss 1 or 2 pulses out of each volley though, so it's not that big a deal.

While torpedo arcs can be avoided a bit, that means eating broadsides, so it's really a win-win. Enemies don't try to avoid the torpedo arcs on a cruiser, they usually approach from the front and then try to camp out on the six. 4 beams to the front or rear is enough to keep shield down, but generally won't drop a shield that's up. 3 beams is pretty much the same -- it will keep a shield facing down but not drop it. It's easy to dogfight to maximize broadsides and then let your enemy stay on your six (which is where they were trying to be anyway) in order to score a a kill with a torpedo.

In a team situation it's easier to line up broadsides, but enemies will be constantly crossing to the front and rear anyway.
I will speak For top tier PVP - torps on cruisers wont do ****. thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-28-2011, 08:24 AM
Quote:
Originally Posted by inktomi19d View Post
Skills or not, 8 beams is still a drain. It's a marginal increase in damage over 7, and you lose a torpedo to do it.

While torpedoes aren't usually great, it pays to keep 1 or 2 on every ship to exploit shields when they drop. Otherwise you end up having to beat on the same ship a lot more to get anything done.

Running 8 beams is a good way to pad your damage numbers at the end of a match, but it doesn't help with kills.
I run 7 beams with a tric, to offset the drain I use 1 or 2 DBB up front with 5 or 6 BA. Did they nerf Aux2ID for some reason it sure doesn't help turning anymore.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-28-2011, 08:27 AM
[quote=Roach;3459049]
Quote:
A speed boost would be nice.

How about make it an actual launcher every time I use one at 1 kilometer or less it seems the Tric is coming from 2km or less.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-28-2011, 09:07 AM
The lads from Qew know exactly what they're talking about - they're better than you are, so pay heed.

Ran a little bit last night with a semi-premade in FAW boats. Not fully optimised, but enough to test out the effectiveness of mindless FAW spam.

As one team member put it, all you have to do is hold spacebar and win.

People saying it's not OP are thinking too narrowly, only in terms of how effective it is on one ship, and in terms of that single ship's performance alone. It's like pre-nerf carriers - it's when you scale it up to three or more ships, that it becomes devastatingly powerful.

But I do agree with one benefit of it - that it's dealt with the mine spam.

And now FAW-spam is the new mine-spam. All hail the FotM. :-)
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