Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
03-06-2012, 02:51 PM
Quote:
Originally Posted by Nuc View Post
That's just cannons isn't it? I thought beams were 100% effective across their entire range.
Unless something crazy has changed, beams just degrade (substantially) less with distance than cannons and turrets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
03-06-2012, 04:34 PM
Quote:
Originally Posted by brainfacer View Post
Unless something crazy has changed, beams just degrade (substantially) less with distance than cannons and turrets.
Oh right, I'd only ever seen it mentioned for cannons. Guess you really do learn something new every day. Thanks for the correction
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
03-06-2012, 04:53 PM
Quote:
Originally Posted by flyingwaffle123
Question: Does Photonic Officer apply to any cooldowns already on when you activate it? Or only while the officer ability is active? I.e. if I use CPB then Photonic Officer, will it affect the already active CPB cooldown? Or would photonic officer have to be active first?
Using Photonic Officer after an ability will reduce the ability's CD, but it won't be the full reduction, more like a reduction on the current remaining CD. This does make Photonic more useful as it can then be used as a reactive ability when everything goes to heck


On the other note, generic Kinetic tactical consoles buffs Grav Well and Photonic Shockwave? Now that's an interesting tibbit which I need to follow up on my LRSV-R to see if it is feasible to have an effective sci-based ship rather than a 'Sci-scort' like my RSV.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
03-06-2012, 09:06 PM
Quote:
Originally Posted by flyingwaffle123
There's a 3 second global cooldown on all torpedo launchers on your ship.
Torpedo Global Cool Down is now ONE second.
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