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Captain
Join Date: Jul 2012
Posts: 2,192
# 111
01-24-2013, 11:13 PM
Quote:
Originally Posted by bitemepwe View Post
Keep in mind that DHCs are easy to keep on slow targets but are very hard to keep on fast movers.
And you think its easy to keep perfect broadside to a fast moving ship with a slow turning cruiser ? I actually think the "its hard to keep that narrow" argument is kinda obsolete in current STO, it was valid at launch I agree, but now...well...
Captain
Join Date: Oct 2012
Posts: 2,396
# 112
01-25-2013, 06:56 PM
Quote:
Originally Posted by peter1z9 View Post
To put it simply, beam arrays are just plain garbage. In exchange for a greater firing arc, you get a weapon with much less DPS than a dual cannon while using the same amount of power per shot. So basically, you get penalized twice for a greater firing arc.

If the Devs wanted to balance the weapon types properly, they would keep the firing arcs where they are and scale power usage with DPS. This would still give your DCs and DHCs the best DPS in the game while giving the other weapons a lower but better sustained DPS. With the current setup, running multiple beam arrays results in the weapons choking themselves for power and making an already lower DPS an absolutely pitiful DPS.
Throw in the horrid cruiser turn rate and viola, no wonder so many hate using cruisers with beams.
Empire Veteran
Join Date: Jun 2012
Posts: 6,360
# 113
01-25-2013, 07:01 PM
Quote:
Originally Posted by dalnar83 View Post
And you think its easy to keep perfect broadside to a fast moving ship with a slow turning cruiser ? I actually think the "its hard to keep that narrow" argument is kinda obsolete in current STO, it was valid at launch I agree, but now...well...
Yes, I do think its easier to use the 250 firing arc to keep beams on a fast moving target. The issue is not the arc but that beam arrays are ineffecient in power usage and bottom out weapon power too quickly
Yes, I do find it easy to keep DHCs on a slow target and hard to keep them on a fast target.

On the subject of dual cannons, that low FA is one reason why they do 192DPV/256DPS compared to a BAs 220DPV/176DPS, but I would love them to have a wide enough FA to be able to do a true broadside, even if they. lowered damage on them.

Another factor is that beams have no real buffing BOff abilites that compare to CRF/CSV.

Beam Arrays (not DBBs) are like the KDF in that respect, created and left unfinished.

Last edited by bitemepwe; 01-25-2013 at 07:19 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,360
# 114
01-25-2013, 07:24 PM
Quote:
Originally Posted by peter1z9 View Post
To put it simply, beam arrays are just plain garbage. In exchange for a greater firing arc, you get a weapon with much less DPS than a dual cannon while using the same amount of power per shot. So basically, you get penalized twice for a greater firing arc.

If the Devs wanted to balance the weapon types properly, they would keep the firing arcs where they are and scale power usage with DPS. This would still give your DCs and DHCs the best DPS in the game while giving the other weapons a lower but better sustained DPS. With the current setup, running multiple beam arrays results in the weapons choking themselves for power and making an already lower DPS an absolutely pitiful DPS.
Less DPS but a higher DPV value than Dual cannons. It boils back down to the fact that Cannons have BOff abilites that make that DPS work for them but beams do not and the game has gone DPS oriented.

Beams need a CRF/CSV style BOff ability of thier own that is set between Ensign and LTC. If BAs had an ability like CRF/CSV that DPV value would be deadly to shields- as Beams where meant to be in design.

Beams = good against shields / Cannons = good against hull. Thanks to the use of CRF/CSV those cannons can now deliver enough damage fast enough to be both deadly against shields and hull. Beams have no such advantage on top of poor efficiency.

Last edited by bitemepwe; 01-25-2013 at 07:29 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 177
# 115
02-20-2013, 08:12 PM
Quote:
Originally Posted by eulifdavis View Post
I fly a Steamrunner with 2x EPtS, 2x Aux2Strut, 1x HE, 2x Tactical Team. MACO shield, skill points in starship armor, shields, blah, blah, over 70 shield power, red matter capacitor, etc. That's about as "tanky" as you can make an escort. It still doesn't match the tanking capabilities of even a "half-decent" cruiser.
EXACTLY. Killing something like that, while undoubtedly a challenge, is still possible. However, you really want to find out what tanking is? Get an engineering oddy, fit it up with all MK XII purple neuts, and as many healing powers as you can. You're looking at 50% resists across the board without the powers running, and with it'll likely get close too 70%. My friend did that, and dared ten escorts too try and take him down in ten minutes. We never got him below 70% hull.

'nuff said. Cruisers are TANKS. You know what a Tank is, right? Big mean treaded thing which has inches thick armor, and a BFG on top, right? K, thats what a cruiser is. Escorts are more like A-10's, meant too kill tanks, and finally, science ships could be the equivalent of a AAA net.

No one seems too get that. They see a big massive ship, and go "ooooo bfg" and don't think properly about the weapons. If I had any say in it, I'd say reduce the accuracy of the beams, but improve the firepower. NOTHING else, and even that is doubtful.
I AM THE HARBINGER OF HOPE!
I AM THE SWORD OF THE RIGHTOUS!
Captain
Join Date: Jun 2012
Posts: 9,658
# 116
02-20-2013, 08:16 PM
You know what? Beam Array's just need to be one per ship equipable and do 9000 damage per shot. You know, like they worked on the show?
Quote:
Originally Posted by vivenneanthony View Post
Get your facts straight about Star Trek. It was not a money making scheme. It was one person vision / idea.

CBS turned it into a making making scheme during the original movies.
-vivenneanthony 2014
Captain
Join Date: Feb 2013
Posts: 530
# 117
02-20-2013, 08:31 PM
Quote:
Originally Posted by centersolace View Post
You know what? Beam Array's just need to be one per ship equipable and do 9000 damage per shot. You know, like they worked on the show?
If you're talking about beam overload being a beam array's default attack setting with a 3 second cooldown that drains 50 energy every time you fire, then I'm all for it.
Captain
Join Date: Jun 2012
Posts: 9,658
# 118
02-20-2013, 09:26 PM
Quote:
Originally Posted by emacsheadroom View Post
If you're talking about beam overload being a beam array's default attack setting with a 3 second cooldown that drains 50 energy every time you fire, then I'm all for it.
Nah, more like 30.
Quote:
Originally Posted by vivenneanthony View Post
Get your facts straight about Star Trek. It was not a money making scheme. It was one person vision / idea.

CBS turned it into a making making scheme during the original movies.
-vivenneanthony 2014
Career Officer
Join Date: Nov 2012
Posts: 2,762
# 119
02-20-2013, 09:33 PM
Quote:
Originally Posted by sophlogimo View Post
Even the Defiant herself had other weapons besides what could be interpreted as DHC's (or quad cannons). Notably Quantum torpedoes and at least one single beam array.

It is actually not that beam arrays drain too much power, it is that cannons drain too little.

THIS. This is 90% of what's wrong with balance in this game.
Commander
Join Date: Dec 2012
Posts: 435
# 120
02-20-2013, 10:27 PM
Another solution, make Rapid fire and Scatter volley drain more energy. Especially scatter volley.

For the evulz
http://www.youtube.com/watch?v=qMPU9xmRCf0

Last edited by xigbarg; 02-20-2013 at 10:39 PM.
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