Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Suggestion: Beam Overload.
04-03-2010, 08:22 AM
What if it were made into an engineering ability rather than a tactical ability? I have several reasons why this makes more sense.

1. Overloading a beam array or bank in theory seems to be about diverting extra energy into the weapon to charge it up and hit for a more powerful shot. This sounds like it has a lot more to do with energy flow management than a tactical weapon modification.

2. Beams aren't really useful on escorts when the cannon is king after Season 1 with disgusting damage levels and lower energy cost. That leaves science ships and cruisers which can't utilize the highest beam overload levels anyway.

3. Cruisers can't tank cannon damage anymore and there is going to be a nerf to chaining abilities like RSP so they should be given a chance to close the damage gap too. Give engineering captains some extra choices beyond "tank badly", and "tank even worse while healing others" would be nice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-03-2010, 08:32 AM
I agree that it might make more sense to have it as an engineering ability, but there are precious few decent tactical abilities as it is at low levels.

If we are getting new BO powers at some point then I could support this; but right now (unless I'm missing something), the only alternative ensign tactical beam power is 'fire at will', which is kinda... meh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-03-2010, 08:38 AM
Quote:
Originally Posted by Forgotten-Nemesis View Post
What if it were made into an engineering ability rather than a tactical ability? I have several reasons why this makes more sense.

1. Overloading a beam array or bank in theory seems to be about diverting extra energy into the weapon to charge it up and hit for a more powerful shot. This sounds like it has a lot more to do with energy flow management than a tactical weapon modification.

2. Beams aren't really useful on escorts when the cannon is king after Season 1 with disgusting damage levels and lower energy cost. That leaves science ships and cruisers which can't utilize the highest beam overload levels anyway.

3. Cruisers can't tank cannon damage anymore and there is going to be a nerf to chaining abilities like RSP so they should be given a chance to close the damage gap too. Give engineering captains some extra choices beyond "tank badly", and "tank even worse while healing others" would be nice.
While I can see you point on 1, I dont really 100% agree with it.

As for points 2 and 3 based on Snix's quotes below do you really think damage is going to stay at the level it is now ?

Quote:
Originally Posted by snix View Post
The power system revamp is an independant change. Adding damage resistance to the shield power level will provide players an option to take a more defensive posture, but would not be a complete remedy for the current DPS issue.

A more direct solution to this issue is being worked on and I'll have more information soon. My goal is to get a working fix onto Tribble as soon as possible.
Quote:
Originally Posted by snix View Post
Greetings all,

We are looking into this issue. I will post an update when I have more information on what changes we are going to test on Tribble. I apologize that we haven't been able to react quickly to this situation, but it is a complicated issue and we wanted to take a bit more time to investigate what is happening for both PvE and PvP.

I can confirm that the desire for space combat is not to have ships 'popping' in a few seconds. The goal is to give starship combatants enough time to react and counter, and possibly be counter-countered until one side emerges as the victor.

Thanks!
-snix
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-03-2010, 08:54 AM
Easy:

Engineers get Beam Overload, Tactical officers get Cannon Rapid fire as a Tier 1 skill.

Seems rather fair since Escorts dont use beams, right ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-03-2010, 08:57 AM
Quote:
Originally Posted by J-Sheridan
Easy:

Engineers get Beam Overload, Tactical officers get Cannon Rapid fire as a Tier 1 skill.

Seems rather fair since Escorts dont use beams, right ?
You get tactical Bridge Officers on science ships and cruisers too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-03-2010, 09:28 AM
You get engineers on escorts as well... whats your point ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-03-2010, 09:39 AM
Quote:
Originally Posted by J-Sheridan
Easy:

Engineers get Beam Overload, Tactical officers get Cannon Rapid fire as a Tier 1 skill.

Seems rather fair since Escorts dont use beams, right ?
I'm fine with that, unless beam overload was changed to an engineering skill available at Tier 2 and up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-03-2010, 09:57 AM
Quote:
Originally Posted by J-Sheridan
You get engineers on escorts as well... whats your point ?
My point was that escorts not using beams (typically) is irrelevant; since tactical BOs are found on all ship types. There is no point making tactical BOs escort specialists since everyone has to use them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-03-2010, 10:54 AM
Cannon Rapid fire applies to turrets and single cannons, both of which can be mounted on more than Escorts now.
Thus making it a Tier 1 skill does not make tactical officers 'Escort specialists'

Tactical Officers get few options to play with and barely help Escorts AT ALL.

Fire at will - Yeah, lets aggro an entire army of enemies without doing a slight bit of damage
Beam Overload - Suck your energy dry for a bit of damage from your secondary weapon type
High Yield Torpedo - Fair enough, Decent skill but redundant when Escorts should be using HYT II / III
Torpedo Spread - Same as fire at will only this time you have less chance to hit.
Tactical Team - Less effective than the other two and using it nullifies them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-03-2010, 02:36 PM
What if they finally fix the bug with beam overload that kills my beam that used it regularly until I warp out/in again.

This is so annoying in PvP that I will now change to fire at will maybe. In 80% of the games I end up with 1 less beam working, it went up to 3 out of 6 beams working at the end of a game.

And putting the weapons out and in doesn't help very reliable. It often happens that more beams are down after I did some weapon shuffle than before.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 11:38 AM.