Captain
Join Date: Jun 2012
Posts: 1,241
# 11
01-27-2013, 12:25 PM
Quote:
Originally Posted by peter1z9 View Post
How many threads do we all have to make on this issue?

Under the current system, every weapon with a lower DPS than a Dual Cannon gets penalized twice for having a better firing arc: once by having a lower DPS and once by having a lower efficiency (power usage VS DPS).

Yes, dual cannons and dual heavy cannons should absolutely have the best DPS in the game. But should all the other weapons be so inefficient that an already lower DPS becomes an absolutely pathetic DPS when using eight of them (at max power level)? Tactical already gets attack pattern buffs (even more DPS) and DPS abilites while everyone else gets...inefficient weapons.

Sure, engineers get eptw3 but all ship systems are hard-capped to 125 so that doesn't really help.
Simple: All energy weapons should have their power consumption raised/lowered based on the power setting.

Make beams have the best power:dmg ratio. Let cannons have worst.

That way cannons STILL remain the best SPIKE damage dealers and beams can be the best damage-over-time dealers.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Lt. Commander
Join Date: Jun 2012
Posts: 175
# 12
01-27-2013, 01:07 PM
Quote:
Originally Posted by lolimpicard View Post
The problem is people putting 7 or 8 energy weapons on ships without a weapon power bonus.
Your mistake, your problem.

Most Escorts fit 3 DHCs and 3 turrets: 6 energy weapons.

You want to use 25% more energy weapons than an Escort?
Without a +15 to Weapon Power?
And without burning through whatever weapon power you have?

Good luck.

And by the way: It's well possible, altho apparently those people can't figure it out.
Says the person that obviously only runs escort builds. I am able to constantly run my Cruiser at the hard-cap 125 power using 2 copies of EPTW1, and maxed Starship Warp Core Potential & Starship Weapon Performance. However, that does nothing since 7 or 8 Beam weapons still choke themselves on energy. Even EPTW3 doesn't help Engineers much since every category of ship power is hard-capped at 125 and you only get the +16.6% all Energy Damage strength for a whopping 5 sec.



Quote:
Originally Posted by haravikk View Post
Personally I'd like to see exactly this added; diminishing returns probably shouldn't be quite as severe as for armour consoles, but it should leave mixed energy weapon + kinetic weapon tactical console builds at least semi-viable. I have an escort with a lot of cannons, but also a torpedo launcher, but currently I find that swapping any energy weapon console for a kinetic damage one is just a waste of a tactical console slot.


[edit]
As lolimpicard points out, it's possible to build cruisers that don't suffer too much from weapon drain, especially since you should have four engineering console slots which are ideal for an EPS Flow Regulator, which will let your power levels recover a lot faster each time you fire. There are also tons of bonuses you can use, the M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems which also make a noticeable difference. Sure, Escorts can take advantage of power transfer too, but not as easily due to more limited console slots, so those that do do it to keep their DPS up but will have to sacrifice damage resistance to do-so.
The devs have repeatedly stated that EPS Flow Regulators only boost power transfer rate, they don't boost dps. EPS Flow Regulators will allow you to shift power between systems more quickly and if you are using beam overload they will help recover from that drain more quickly (as well as full impulse drain). However, they DO NOT boost DPS.

The M.A.C.O and Romulan Singularity sets both have bonus electro-plasma systems but they just act like EPS flow regulators that boost power transfer rates, and NOT DPS.
Captain
Join Date: Aug 2012
Posts: 3,553
# 13
01-27-2013, 02:49 PM
Random Added Comment:
The boost from the Rommie and MACO sets do increase the amount of power you get from EPtX. As for my opinion on BAs, just look at the zillions of threads on BAs. You will almost guarantee see something from me.
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.
Starfleet Veteran
Join Date: Jun 2012
Posts: 609
# 14
01-27-2013, 04:11 PM
Quote:
Originally Posted by aethon3050 View Post
The reason this will never happen: Escort-only power-gamers will derail any threads suggesting this with their incessant whinging about how terrible their life is, how OP cruisers and science ships are, how escorts are the only ships in the game that need DPS and the ability to turn, that escorts need to tank like cruisers, etc.

In short, the escort is king corn on turd hill right now, and none of its fans want that to change.
Correction, anyone who PvPs will derail this thread.

| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 15
01-27-2013, 04:22 PM
Quote:
Originally Posted by mewi View Post
Correction, anyone who PvPs will derail this thread.
Well thats not entirely true. I would like better weapon drain mechanics for beams and the cannons except DHCs which I think they got right and I pvp as an occassional funbit.
I just dont wish to see the whole mechanic knocked out of whack in a different direction instead of actually balanced.
Starfleet Veteran
Join Date: Jun 2012
Posts: 609
# 16
01-27-2013, 04:37 PM
Quote:
Originally Posted by bitemepwe View Post
Well thats not entirely true. I would like better weapon drain mechanics for beams and the cannons except DHCs which I think they got right and I pvp as an occassional funbit.
I just dont wish to see the whole mechanic knocked out of whack in a different direction instead of actually balanced.
Unless they fix FAW, Beams should remain exactly how they are.

| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Captain
Join Date: Jul 2012
Posts: 2,080
# 17
01-27-2013, 04:45 PM
Quote:
Originally Posted by mewi View Post
Unless they fix FAW, Beams should remain exactly how they are.
Last I heard FaW was fixed. By fixed I mean bugged in a manner that makes the ability perform worse than it should, not better. So working as intended, not desired.
Starfleet Veteran
Join Date: Jun 2012
Posts: 609
# 18
01-27-2013, 04:58 PM
Quote:
Originally Posted by bareel View Post
Last I heard FaW was fixed. By fixed I mean bugged in a manner that makes the ability perform worse than it should, not better. So working as intended, not desired.
Granted I havn't pvped in a couple of months, but I remember a couple devs clearly stating how they "cant" fix it not without "re-writing it"

| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Empire Veteran
Join Date: Jul 2012
Posts: 5,539
# 19
01-27-2013, 07:34 PM
Quote:
Originally Posted by mewi View Post
Granted I havn't pvped in a couple of months, but I remember a couple devs clearly stating how they "cant" fix it not without "re-writing it"
Which, and this was posted only a few days ago, it appears they have gotten on this, and we might in fact be seeing some fixes soon.

Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 20
01-27-2013, 08:58 PM
Quote:
Originally Posted by mewi View Post
Unless they fix FAW, Beams should remain exactly how they are.
Ive hazzard to think that if they fixed beams the current bugged FAW would actually worked in a psuedo-proper way.
Reply

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