Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Weapons power always at 0 ?
02-13-2010, 05:41 AM
I've just got capt and now i have a ship with 6 weapon slots on it Iím finding that my weapons are doing very little dmg each hit. I assume that this is because the weapons power is going down to 0 and never getting above 15 before it goes back down to 0. So my question is this, is there a way to get the weapons power bar to recharge quicker or to allow for me to fire from the 6 slots without it always being at 0? I have tried putting the weapons power bar to the max and all that seemed to do is give the weapons a long period before they eventually reached 0 again. Was hoping there would be a stat or something that increases how fast the power is recharged, is there?

Otherwise does this mean I just have to only use a couple of weapons even tho I have 6 slots for them, cus that seems a bit daft?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-13-2010, 05:53 AM
EPS flow regulator, engineering console, boosts power recharge rate.

It will make you happy in the pants. Seriously.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-13-2010, 05:54 AM
Quote:
Originally Posted by Drelux
I've just got capt and now i have a ship with 6 weapon slots on it Iím finding that my weapons are doing very little dmg each hit. I assume that this is because the weapons power is going down to 0 and never getting above 15 before it goes back down to 0. So my question is this, is there a way to get the weapons power bar to recharge quicker or to allow for me to fire from the 6 slots without it always being at 0? I have tried putting the weapons power bar to the max and all that seemed to do is give the weapons a long period before they eventually reached 0 again. Was hoping there would be a stat or something that increases how fast the power is recharged, is there?

Otherwise does this mean I just have to only use a couple of weapons even tho I have 6 slots for them, cus that seems a bit daft?
I never seem to have this problem. I'm currently a Commander in a Heavy Cruiser with 3 fore weapons and 3 aft (quick question actually, does this increase again to 4 and 4? 'Cos I need to add an extra dual beam bank to my front (currently got 2 quantum launchers and a duel plasma bank upfront which works brilliant but got very little rear defense against escorts which have a habit of coming up and getting behind me)).

I always keep my ship with my power settings as 100/50/25/25 and my I constantly have my duel beam banks as well as 3 turrets firing. I only fire my Quantums when shields are down. I never seem to drop below 50 on my weapons. Maybe try putting some skill points into your weapon power settings?

Oh yeh, and as the guy above said, an EPS console will definitely help!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-13-2010, 05:54 AM
You probably have to many beam weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-13-2010, 06:46 AM
Eps flow regulators. This sounds promising! Thx.

I have found that putting all my focus into getting the enemies shields down is the quickest way to kill em. Most hulls i have come across will be destroyed in 4-5 torp shots with no shields so i have 2 phasers and 1 torp forward and 2 turrets and 1 phaser aft. The turrets keep up the constant dps and the phasers get the shields down asap. By the time my torps hit the enemy the shields are either very low or already down. But not anymore cus instead of hitting the shields for 200 dmg there doing 50 cus they have no power.

Do the turrets take up much power and is there a way to see how much a phaser and turret takes to fire each time so i can work out a good balance? It would be useful to know how many phasers and turrets i can have and still keep my weapons power from 0 just from looking at a stats page or something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-13-2010, 07:59 AM
Quote:
Originally Posted by Zahinder
EPS flow regulator, engineering console, boosts power recharge rate.

It will make you happy in the pants. Seriously.
Wow, u understated how much I would love Eps flow regulators. Itís like swimming against the current then suddenly being in calm waters. Do Eps flow regulators stack with each other?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-13-2010, 08:10 AM
They do stack yes. At least last I checked they did.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-13-2010, 09:10 AM
Quote:
Originally Posted by Drelux
Eps flow regulators. This sounds promising! Thx.

I have found that putting all my focus into getting the enemies shields down is the quickest way to kill em. Most hulls i have come across will be destroyed in 4-5 torp shots with no shields so i have 2 phasers and 1 torp forward and 2 turrets and 1 phaser aft. The turrets keep up the constant dps and the phasers get the shields down asap. By the time my torps hit the enemy the shields are either very low or already down. But not anymore cus instead of hitting the shields for 200 dmg there doing 50 cus they have no power.

Do the turrets take up much power and is there a way to see how much a phaser and turret takes to fire each time so i can work out a good balance? It would be useful to know how many phasers and turrets i can have and still keep my weapons power from 0 just from looking at a stats page or something.
If you're using turrets there's a good part of the problem there, same with dual beam banks

On most weapons, there's a point in time (ESPECIALLY on a Cruiser) where not all of your weapons will bear. That lowers the power drain caused by weapons, as enemies pass through your various arcs. That gives your weapons "capacitor" a chance to recharge - much like weapons caps in earlier space-fighter sim games (Wing Commander, Freespace, etc).

With turrets that never happens, as a turret adds DPS anywhere. Since turrets use a lot of energy for what they give you in DPS (abotu 2/3 of a weapon bank's usage), their real advantage is the all-aspect angle.

Dual beam banks use about 1.3-1.4 times what a regular bank does, and cannons (suprisingly) about 1/3 to 1/2 of what a bank does. Dual banks get away with what they do by having a narrow firing arc - therefore they have more "time-out" than normal banks, and give the cap that much more time to recharge.

And yes, I know Cryptic doesn't describe the weapons power setting as a "cap" - but that's how it acts and I'm gonna keep using the term

Torps AFAIK don't use the cap - even if they did, their narrow firing arcs wouldn't let them be used as often as beam banks.

EPS flow regulators help this a bit by increasing recharge - and they do stack in effects Cruisers can stack more than any other ship - so the major benefit's in cruisers (With cruisers being the "tanks" in the MILITARY sense - not the MMO sense - I wonder why? )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2010, 09:13 AM
Had the same problem. Try going with 1 EPS Flow Regulator consol. If that odesn't work get two. You will not need more than two.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2010, 10:42 AM
Quote:
Originally Posted by Drelux
i have 2 phasers and 1 torp forward and 2 turrets and 1 phaser aft. The turrets keep up the constant dps and the phasers get the shields down asap. By the time my torps hit the enemy the shields are either very low or already down. But not anymore cus instead of hitting the shields for 200 dmg there doing 50 cus they have no power.
As a general rule, you can have two energy weapons firing constantly without draining weapon power faster than it regenerates.

With your setup, you have four going most of the time (2 phasers up front and the 2 turrets), which is where the weapons power is going.

You can either:
  • Stop firing constantly, and allow pauses for your weapon power to recover
  • Try boosting your power regeneration rate via EPS consoles or any other equipment that boosts power transfer rate (Engineer captains also get some abilities that help with this)
  • Try a different weapon loadout that involves fewer energy weapons being fired constantly
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