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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-06-2010, 08:54 AM
I will still keep my lovely dispersal pattern, so it doesnt change much for me. But still the overall EPS nerf will be interesting, especialy for cruisers...there will be less beam boats, and more turrets boats...and even with quantuns getting +200 dmg, they wont still be overused.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-06-2010, 11:19 AM
I knew I made the developer supported choice when I stacked mostly turrets on my boat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-06-2010, 11:29 AM
Quote:
Originally Posted by tenikis View Post
A few of the changes of the latest patch on tribble..

Cannons

* There are no longer any firing restrictions on cannons. (Removed shared cooldown)
* Weapon power costs now show in weapon tooltips.

* Increased DHC cost from 5 to 12 power.
* Increased DC cost from 5 to 8 power.
* Increased SC cost from 5 to 6 power.
* Reduced Turret cost from 5 to 4 power.


Rapid Fire

* Rescaled Rapid Fire damage. Previously, all ranks of Rapid Fire were behaving as if they were Rapid Fire 3.
* Rapid Fire was applying extra damage to Single Cannons, Turrets and Dual Cannons. Dual Heavy Cannons were behaving properly, so all cannons now receive an equivalent boost to Dual Heavy Cannons.

Combined, those two changes above mean Rapid Fire now scales from 30% DPS increase to 40% then 50% for tier 3. Previously, it was 48% for Dual Heavy Cannons and 68% for everything else.

Dual Heavy Cannons
Now come with an innate 10% critical severity bonus.



So rapid fire has been bugged all this time.... interesting
Wow.. just... wow.

I always figured that Rapid Fire was a bit much, and some tests weeks ago confirmed that regular dual were outperforming DHC, hinting to something amiss, but I wonder how this is gonna affect BoPs and escorts? They're already kinda squishy, and time on target it gettin shorter.

Then again, when I think about it, I always had problems with some other cannon jockey ripping me a new one in my BoP and escort, so.. meh. Gots to check this out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-06-2010, 12:19 PM
Quote:
Originally Posted by Dalnar
Without the energy the combat will be a bit slower, and the CCs less powerfull. I like it tbh.
what are you smoking? The CC's will be stronger, especially energy draining ones that are already pretty destructive. I do like they are trying to scale back some of the damage though, slower = better
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-06-2010, 04:08 PM
Quote:
Originally Posted by SheepishOne View Post
I knew I made the developer supported choice when I stacked mostly turrets on my boat.
I'm curious, how do you see this as a good change for you?

I use several turrets on my cruiser and as far as I'm concerned this is most likely going to completely kill my build since the only time turrets really do much damage is when used in combination with Rapid Fire, and that damage boost is going to be cut from the current 68% down to 30%.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-06-2010, 04:31 PM
Enjoy the damage while you have it.

Turrets should not be all powerful and it is a bug and not a nerf.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-06-2010, 04:39 PM
Like I've been telling people basically since release - Rapid Fire is ridiculous. Apparently that is at least partially due to a bug rather than design; glad to see some changes on the way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-06-2010, 06:07 PM
Aww I liked the rear turret dps with RF, maybe attack pattern beta could be better on my RSV now though. Hating the eps nerf though, k so turret energy cost is down but this could be annoying using aux sci powers(excepting the uber ones where it's worth it anyway).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-06-2010, 06:56 PM
I've played on Tribble with my Fleet Escort, the drain isn't nearly as bad as people are making it out to be.

I use 2 Dual Heavy Cannons, 1 Dual Beam Bank, and 1 Torpedo Launcher fore. 3 Turrets aft. All energy weapons on auto-fire. 2 Mk X EPS Regulators (now +1.5 transfer, down from +3). From 115 Weapon Power (Escort Bonus +Efficient Impulse Engines. The bonus from Weapons Performance seems to not be working, I should be at 124.) And the lowest average I dropped to was 86.

Are we going to see a metagame shift? Yes. Maxing out Starship Attack Vectors gives you an extra 3% chance to land a critical hit, so this skill favors the new bonus that Dual Heavy cannons get (+10 Critcal Severity). Not using this will favor Dual Cannons for captains that use Escorts or KDF ships that want 900 skill points somewhere else. The 3 DHC build may be better off now by swapping out a DHC for a DC or a single Cannon, time will tell.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-06-2010, 07:15 PM
Quote:
Originally Posted by FrostyJones View Post
I've played on Tribble with my Fleet Escort, the drain isn't nearly as bad as people are making it out to be.

I use 2 Dual Heavy Cannons, 1 Dual Beam Bank, and 1 Torpedo Launcher fore. 3 Turrets aft. All energy weapons on auto-fire. 2 Mk X EPS Regulators (now +1.5 transfer, down from +3). From 115 Weapon Power (Escort Bonus +Efficient Impulse Engines. The bonus from Weapons Performance seems to not be working, I should be at 124.) And the lowest average I dropped to was 86.

Are we going to see a metagame shift? Yes. Maxing out Starship Attack Vectors gives you an extra 3% chance to land a critical hit, so this skill favors the new bonus that Dual Heavy cannons get (+10 Critcal Severity). Not using this will favor Dual Cannons for captains that use Escorts or KDF ships that want 900 skill points somewhere else. The 3 DHC build may be better off now by swapping out a DHC for a DC or a single Cannon, time will tell.
drains not the issue, its the change in CRF. In order to keep the same DPS up a BoP must sacrifice its highest utility slot and a Klink carrier... Well lets just say they're not going to be topping the charts anymore.
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