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Lt. Commander
Join Date: Dec 2007
Posts: 120
Hi all,

I think we can all agree that the quad cannons on the Sao Paulo are a total waste of time, as they are worse than regular dual heavy cannons that you can buy off the exchange (current going rate is 700k EC, which is very cheap).

Cryptic - Can we instead just make the quad cannons the default animation for dual cannons in the defiant, and give the Sao Paulo C-Store ship something thats actually worth the money?

Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-16-2011, 10:50 AM
quad cannons are fixed by simply adding about an extra 20dps. considering it has no bonus and has the engine drain. it should have a significantly higher dps than DHC. i refuse to give cryptic any money for the sao paulo piece of crap till they fix it. others shouldnt accept it either
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-16-2011, 11:04 AM
yeah I wish I knew about the crap quad cannons before I bought it. The other ships got something that is somewhat useful but who in their right mind would put a cannon with less DPS on an escort then what they already have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-16-2011, 11:13 AM
Quote:
Originally Posted by Geom View Post
quad cannons are fixed by simply adding about an extra 20dps. considering it has no bonus and has the engine drain. it should have a significantly higher dps than DHC. i refuse to give cryptic any money for the sao paulo piece of crap till they fix it. others shouldnt accept it either
The engine drain is a useful ability though. It slows you down just a tad during an alpha strike, making it easier for you to keep you cannons focused on the target longer.

Just my thoughts on it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-16-2011, 11:44 AM
-post deleted-
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-16-2011, 02:59 PM
I personally want the quad cannons as a console so I can use different energy types.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-16-2011, 04:49 PM
Having gone over this a lot in my mind lately, I think I've arrived at what would be not only an acceptable solution, but a superior one to what is in place now...

First, the long established +1 ships trend yielding some function through a console is standard fare. Trying to change what is already an established formula is not bad, but it also has to be done well, and in this case it simply doesn't seem to be a good solution to what could have been done another way and arguably a better way for all.

The way it is with the Sau Paulo and Ning'Tao currently providing a singular, impotent, quad cannon to some extent actually detracts from its desirability to a certain extent. Please keep in mind that I have both, so this is coming from an informed perspective of ownership on both Federation and Klingon sides.

I -LOVE- the ships, they are sleek, and nicely done...

The bonus item however is less so.

So how does it get fixed?

Cryptic should, as I have said before elsewhere and is being suggested here by others, convert the Sau Paulo and Ning'Tao bonus item from a weapon to a console that will change the animation of any Cannon, Dual Cannon, or Dual Heavy Cannon to that of a Quad Cannon... Purely a visual benefit in that regard.

The statistical benefit should be a passive effect of reducing engine power by "X" value to achieve an acceptable balance for a bonus to damage done by the Cannon(s), Dual Cannon(s), or Dual Heavy cannon(s). Actual figures of course at the discretion of Cryptic.

This is suggested as such for a number of reasons, namely that any cannon -TYPE- and energy type will be possible (but not turrets for instance), not an annoyingly predetermined singular option, and of course multiple cannons could be used as is already the case. Damage output would be increased, but at a potentially dangerous cost to available console slots, and obviously engine power so of course that would have to be carefully weighed.

I also carefully pose the matter of a bonus as a damage increase only, as any rate of fire increase or actual increase of the number of projectiles calculated would immediately lead to potentially horrific imbalance as critical potentials would scale along with the increase, making for a vastly more dangerous change. The animation of more projectiles would be purely visual, with the actual calculation of impacts being unaffected over what the weapons already can achieve.



Obviously I have bias for the idea, but I genuinely feel that such a solution is not only elegant, but comprehensively puts the problems of the quad cannons being irritatingly "solitary" as well as allowing players to choose something other than phasers/disruptors. After all, one of the greatest reasons behind the recent skill system change was to entice more players into using other weapon types, and yet one of the most obvious choices of a weapon class, quad cannons, only come in two flavors and you can't use more than one.

We need a Neapolitan solution to a chocolate and vanilla problem, the new ships are great, and the quad cannon idea is fabulous... However it is the implementation of quad cannons that seems to have left a sour taste.

Please revisit this Cryptic, and make quad cannon animations a console add-on, with an ability to buff offense at the expense of engines as they are noted.
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