It's always funny when you line up a perfect shot-he's flying straight, you're flying straight, you're straight-on his six and he's not manuevering, at close range...
and your DBB points straight Down and behind you to miss him.
Well ideally acceleration would be what boosts your defense (including acceleration due to turning as well as slowing down/speeding up) since any simple targeting computer should be able to handle constant velocity. But that would be difficult to program so we're stuck with high speed == high defense.
But acc boosts/debuffs for range would make PvP interesting, especially if it is applied differently for different weapons. Has anyone parsed the supposed dmg buff/debuff for range?
since BO is fired with energy weapons, it can be hard to control like torps can. what would really help is a fire all beams and fire all cannon button. controling the launch of torps is just as important as controlling BO spike, but there isnt a button that holds off fireing the DBB wile cannons fire
i even tried making a macro that executes whole row and put all my non DBB weapons on it, to replace the standard fire buttons. but the key so execute the row would not fire the weapons at all.
so ether make it so the weapon buttons can be activated by macro like all other ability buttons, or five us in the option menu a button for fire all beams, and fire all cannons. its separated for torps and mines, and really it needs to be separated fro cannons and beams too.
it would be easier to counter an acc problem when we can hold it till exactly when we want it to fire
There is no acc problem. Naz, MT, you guys want to post some logs?
u cant chnk enough to convince some people.
at any rate, twas easy to see faws accuracy misstep. its harder to accept that bo is actually working fine (should disable all wpns like when game first came out, and darin 100_75_50 for 3_2_1 instead of 50 for all)
my beam overload (dbb acc3) hit rate is at 80 to 90%. imo it is ok and it wouldn't be wise, to improve it.
Originally Posted by dontdrunkimshoot
since BO is fired with energy weapons, it can be hard to control like torps can. what would really help is a fire all beams and fire all cannon button. controling the launch of torps is just as important as controlling BO spike, but there isnt a button that holds off fireing the DBB wile cannons fire...
it is possible, to fire the dbb / beam overload exactly in that moment, that you want. such a change is not necessary
What's your sample size on those figures? Number of shots with each?
Mine is around 95% consistently for both BO1 and BO2 using [acc]x2 [dmg]x2 (Dirty, I know) beam banks. Mind you I only use it in very specific circumstances to ensure higher success.
"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
And I'm going to go out on a limb here and say that I have a bit more experience than most of the posters in this thread on landing BO3 shots. And I have records. But not just combat logs. Records that show the buffs and debuffs on my targets so I know that under actual conditions I'm not experiencing poor results due to poor or unlucky timing/choice of targets.
So at this time, it did seem that BO3 was following the hit chance table, just not gaining acc from the weapons.
If something has changed recently then its changed. Since I purchased the Norgh I've been using a tractor so my results are insanely good.