Captain
Join Date: Aug 2012
Posts: 3,553
# 161
12-01-2012, 03:49 PM
Quote:
Originally Posted by adamkafei View Post
I never said I had problems holding up a powerful 6 beam broadside, I get 800-1300 and usually no lower than 600-700 at the end of a volley (I use a Mk XI Rare EPS flow reg, try it, it moved my weapon power low from 75 to 90-95) it just feels somewhat underwhelming
The thing is though, we aren't the main damage dealers. We're the support pressure damage. Emphasis on support. Yes, I know in canon the cruisers were the lords of space, with their massive phaser arrays laying down the law in the name of the UFP, but alas, it's not that way in this game. And if it was, your Excelsior would probably be a heck of a lot weaker than it is XP.

But I would support the passive weak nadion inversion on cruisers. But if we're going into what they may/may not need, I would also vie for a passive threat generation bonus on cruisers, AND increased innate accuracy of BAs. Not by much, maybe 5% for the accuracy, and maybe the equivalent of the first 3 points in TC. As for the passive nadion, maybe a 25% decrease in energy consumption. If that's too much, then reduce it to 20%. I would actually settle for 10% tbh.

Do that (and the universally agreed on +2 turn rate increase), and I think a LOT of these kinds of threads would die overnight. Also, with just these tiny bonuses/changes, you would not infringe upon escorts or science ships. At all.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 162
12-01-2012, 04:42 PM
Quote:
Originally Posted by hereticknight085 View Post
The thing is though, we aren't the main damage dealers. We're the support pressure damage. Emphasis on support. Yes, I know in canon the cruisers were the lords of space, with their massive phaser arrays laying down the law in the name of the UFP, but alas, it's not that way in this game. And if it was, your Excelsior would probably be a heck of a lot weaker than it is XP.

But I would support the passive weak nadion inversion on cruisers. But if we're going into what they may/may not need, I would also vie for a passive threat generation bonus on cruisers, AND increased innate accuracy of BAs. Not by much, maybe 5% for the accuracy, and maybe the equivalent of the first 3 points in TC. As for the passive nadion, maybe a 25% decrease in energy consumption. If that's too much, then reduce it to 20%. I would actually settle for 10% tbh.

Do that (and the universally agreed on +2 turn rate increase), and I think a LOT of these kinds of threads would die overnight. Also, with just these tiny bonuses/changes, you would not infringe upon escorts or science ships. At all.

A 5% bonus accuracy is no small bonus on top of what Mod the mark level and rarity will add to the mix. All [Acc] +10% beam arrays become +15%, so on and so on.
I could actually agree with that if all cannons got a inherent +2.5% bonus to DPV.

I even agree on the +2 turn rate and inertia buff for Cruisers, and a +1/ no inertia buff for battle cruisers.

New tier 1 to tier 3 beam Fire for Effect (crf similiar) abilities.
New cannon overload abilities for tier 2 to tier 4.

Heavy beam arrays added to games option of weapons.

And the low engine power zero-axis changes I spoke of else where in this thread that allow the Cruiser to spin on its on axis better.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.

Last edited by bitemepwe; 12-01-2012 at 04:49 PM.
Captain
Join Date: Jul 2012
Posts: 3,232
# 163
12-01-2012, 04:44 PM
Quote:
Originally Posted by bitemepwe View Post
A 5% bonus accuracy is no small bonus on top of what Mod the mark level and rarity will add to the mix. All [Acc] +10% beam arrays become +15%, so on and so on.
I could actually agree with that if all cannons got a inherent +2.5% bonus to DPV.

I even agree on the +2 turn rate and inertia buff for Cruisers, and a +1/ no inertia buff for battle cruisers.

New tier 1 to tier 3 beam Fire for Effect (crf similiar) abilities.
New cannon overload abilities for tier 2 to tier 4.
All back this all the way

Quote:
Heavy beam arrays added to games option of weapons.
This if they can broadside, otherwise you're adding another weapon to the game that will never be used
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 164
12-01-2012, 05:08 PM
Quote:
Originally Posted by adamkafei View Post



This if they can broadside, otherwise you're adding another weapon to the game that will never be used
There where additional changes that where involved with the introduction of them
Into the game.
Beam Arrays have an increased firing to 300 degrees thus making broadsides a little better due to an increased overlapping fields.

Dual Beam Banks would be increased to 180 degrees.

And possibly increase single Cannon damage and firing to closer match Single beams and Dual Cannons to match Dual Beam Banks if they do not already do so.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Captain
Join Date: Aug 2012
Posts: 3,553
# 165
12-01-2012, 05:15 PM
Quote:
Originally Posted by bitemepwe View Post
There where additional changes that where involved with the introduction of them
Into the game.
Beam Arrays have an increased firing to 300 degrees thus making broadsides a little better due to an increased overlapping fields.

Dual Beam Banks would be increased to 180 degrees.

And possibly increase single Cannon damage and firing to closer match Single beams and Dual Cannons to match Dual Beam Banks if they do not already do so.
Those changes are too sweeping though. It would never fly with a lot of veteran players, to say nothing of the developers.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 166
12-01-2012, 05:42 PM
Quote:
Originally Posted by hereticknight085 View Post
Those changes are too sweeping though. It would never fly with a lot of veteran players, to say nothing of the developers.
With all the other somewhat ill thought out stuff thrown into the game that unbalances evrything these changes seem minor to me and I feel they would both add to he games fun and clearup some of the "cruisers grief" without infringing on the qualities that make the escorts fun to play.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Captain
Join Date: Aug 2012
Posts: 3,553
# 167
12-01-2012, 06:25 PM
Quote:
Originally Posted by bitemepwe View Post
With all the other somewhat ill thought out stuff thrown into the game that unbalances evrything these changes seem minor to me and I feel they would both add to he games fun and clearup some of the "cruisers grief" without infringing on the qualities that make the escorts fun to play.
The catch here is that most of the devs believe that cruisers are fine as is and feel no need to change them. And those that do want to keep their jobs so they say nothing.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Survivor of Romulus
Join Date: Jun 2012
Posts: 157
# 168
12-01-2012, 08:21 PM
Quote:
Originally Posted by bitemepwe View Post
Really? Having a high shield power setting does nothing to help a shields damage resistance?



That sucks, I've been working on the premise it helped.
No, it doesn't have a higher resistance. Your "premise" is wrong, as is many another thing.

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Captain
Join Date: Jun 2012
Posts: 1,665
# 169
12-01-2012, 08:56 PM
Quote:
Originally Posted by krayuskorianis View Post
No, it doesn't have a higher resistance. Your "premise" is wrong, as is many another thing.
Do you have a citation for this? It boosted resistance back in January '11, at least.
Starfleet Veteran
Join Date: Jun 2012
Posts: 269
# 170
12-01-2012, 09:22 PM
Quote:
Originally Posted by krayuskorianis View Post
No, it doesn't have a higher resistance. Your "premise" is wrong, as is many another thing.
You need to double check your "premise" that shield power does not affect resistance as well, because it is wrong. http://www.stowiki.org/Starship_%28P..._Subsystems%29

Quote:
Higher shield power also improves shield resistance. At 125 power, shields gain an innate resistance of 35%. [1]

Last edited by rooster75; 12-01-2012 at 09:29 PM.
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