Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-28-2011, 09:15 AM
[quote=Captain Data]
Quote:
Originally Posted by Roach View Post

How about make it an actual launcher every time I use one at 1 kilometer or less it seems the Tric is coming from 2km or less.
You mean graphically it is summoned 2km out from you ship? or it just moves that slow when you fire it?
At 1.0 kellicam or less, a Tric usaully hits fairly quick (or used to).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-28-2011, 09:40 AM
[quote=Roach;3459316]
Quote:
Originally Posted by Captain Data

You mean graphically it is summoned 2km out from you ship? or it just moves that slow when you fire it?
At 1.0 kellicam or less, a Tric usaully hits fairly quick (or used to).
I have it equipped in the front graphically it looks like it launches out the back then moves forward.
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Join Date: Dec 2007
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# 23
03-28-2011, 09:53 AM
Quote:
Originally Posted by hurleybird View Post
[*]Tricobalt (mines and torpedos) as well as HY plasma torps are far too easy to shoot down -- even when you are not trying. An increase in projectile speed, or even some kind of native defense bonus to projectiles may be warranted to make these weapons useful again
Agree, Tricobalt its near useless now with all the FAW.

Quote:
Originally Posted by hurleybird View Post
[*]Ablative armor is still very powerful. A decrease in duration, a decrease in resistance, or an increase in cooldown may be warranted. Or perhaps make it vulnerable to subnuc like RSP is
I have been telling that countless times, a god mode for 15 its always OP.

Quote:
Originally Posted by hurleybird View Post
[*]Vorcha and excelsior should have the same amount of hull as both ships are otherwise very equally matched. Either bringing the Vorcha up to other cruisers or the Exclesior down to the health of the Vorcha

Excelsior needs to bring dawn, its have made the Assault Crus (including the Gal X) a joke. It needs to loss some hull now.. but off curse, they are never going to nerf a C Store ship. And VorCha its fine at it is now, i use one and its fine. If you buff the Vorcha and keep the turn rate, it would be even worst than the Excelsior. Just take a 2000 or 3000 hit points form Excelsior, then the Vorcha, AC and Gal X would be equal..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-28-2011, 10:25 AM
[quote=Captain Data]
Quote:
Originally Posted by Roach View Post

I have it equipped in the front graphically it looks like it launches out the back then moves forward.
yeah. Thats the software I believe.
The same way one can outrun one's own torpedoes wilst doing an "alpha run" on a target.
Your launching then passing it maybe?
If you are standing still or going really slow ( or suffer great lag at times), you shouldn't suffer such graphic errors.
I'll put some testing in this afternoon, as I was thinking of specing back into Trics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-28-2011, 11:33 AM
Quote:
Originally Posted by Tidemand82 View Post
Hehe Power drain not a problem, there is skills for that.

And the use of FAW 3 is just to make ppl like you aware of the OPness, so you go and complain in forums so cryptic will make it back to normal

I was a supporter of FAW for the reason that it would make Beam-scorts and run-of-the-mill cruisers more viable in any combat.
Now having played both factions in solo and pre-made matches it is too good.


Solo PvE:
It is good lift of offense. I mean in a PvE environment you can blow through the mobs without much fight. Even in Kerrat it is so useful in reducing the threat of probes to focus on spheres and Cubes. I carried just 1 FAW 3 and AP-Beta 1 and even on elite wasn't thwarted by the difficulty. On normal mode it was fast clearing so i could get to PvP now that my dailies were done quicker.

PvP & Pre-made:
My first experience was running into Aytanhi and his entourage doing a pug with another fleetmate. We got stomped. Between Aytanhi and Era spamming FAW continually, the match was over quick. The fed pugg'ers would run back into the fight piece-meal instead of regrouping. But where in a match, prior to FAW changes, i would get at least 150k or more damage.....getting 39k just showed how ineffective it is for a non-coordinated Pug to fight it out in an arena.
Doing C&H's it was more fight than cap. I got the feeling both sides wanted to test out FAW in groups and mass team combat. the fights were long due to cruiser heals and extends and science ships causing hell with SS and PSW. But FAW whittled away the "fluff" and the side with the better FAW and heal support won out. Sure some escort pilots were deadly with it, but they could not live in the FAW-ball without having to run out to not die. Catch an escort in tractor or GW and have a few FAWS up pretty much finishes them off or puts them into 20% hull and they run......they ran, ran so far away-ay-ay....they gotta get away! FAW in the battles, did 10 for both factions, hurt shields bad. Even using Tac team the distro just made all facings so low that CPB would expose hull and cannon-scorts would pop 'em and its over. Mine spam and photonic fleet were non-existent. I mean i watched to PF get called in and FAW from just 2 ships had them destroyed before their FAW cycle ended.
Doing arenas as a pre-made was lop-sided!!
  • Sci-scort with cannons
  • Tac-cruiser with FAW 3
  • Engy Cruiser with FAW 3
  • Sci-sci for shield destruction with FAW 2
  • Engy-Sci for SS and heals FAW 2
Without giving away abilities and weapon types......it just killed all arena teams, pug or pre-made. We even switched up ships and toon class we still found the fact having at least 4 copies of FAW and focus fire through VOIP to be so OP it wasn't funny. Talk about easy mode, it was coming down to not even having to call targets...just calling out spot heals.....ridiculous. Even a certain KDF team had a rough time losing 15-9....so the "lore" of the fight went. Even using AF and TS-Weapons helped to mitigate the opposing teams, but using any kind of spam was senseless. While those were effective Tykens and Polaron weren't. The stacking of EPS consoles made them quite useless and with so much FAW there was hardly any TS-X abilities being used in all these matches.

  • Version I 25% DPS improvement (5 attacks vs. 4)
  • Version II 32% DPS improvement (5 attacks, each attack improved by ~6%)
  • Version III 40% DPS improvement (5 attacks, each attack improved by ~12%)

Does FAW need to have its damage reduced some? Would Version 3-1 need 25%, 17% & 10% work as a subtle way to mke it effective but not DOMINATING in pre-made environments? Is the damage +% to high for a 250 degree arc weapon? Especially, since you can mount amny, many beams over cannons on nearly all your ships and hit everything vs a DC/DHC arc? Is the power drain easily offset with batteries and EPS consoles?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-28-2011, 11:59 AM
Quote:
Originally Posted by Dreadfire View Post
I'm in command of the USS Beamspam and I engage a target on my starboard or port flank opening up with all 8 beams, the weapon power will drain at exactly the same rate with fire at will on as is it with fire at will off.
I think it drains more, but I'll need to do some testing to confirm.

Quote:
Originally Posted by sithterror View Post
Even a certain KDF team had a rough time losing 15-9....so the "lore" of the fight went.
That had less to do with FAW and more to do with the fact that we didn't have a shockwave, had two people without the Borg set, and you had two intrepids that were saved a few times with ablative which we were powerless to counter. Next time our team will be set up better (and so will yours I suppose) but we didn't lose because of FAW. Heck, we out-damaged you something like 2-1 despite having only two people running FAW (and not version 3). Of course you out healed us 2-1 as well, which if anything would be the main reason for your victory (well, that and those damn stinking Intrepids ). You won, you fielded the better team, but I didn't see FAW as an issue that match.

And yes, 5 people running FAW is an issue, as I've acknowledged in my OP. But besides that the game is better balanced now than it was before the patch and I was 2v1ing people with my spam build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-28-2011, 12:11 PM
Yea anyone who thinks the new FaW is balanced is completely delusional. It is a terribly thought out and poorly implemented "fix" to deal with spam. Lord knows maybe you should have addressed the real issue about the massive spam that was taking the fun out of PVP instead of replacing one problem with an another. I am sadly surprised that the Devs listen so little to the concerns that were being brought up by the community before they pushed another broken skill out the door.

Lets see, if you have 5 cruisers running 8 beams that potentially equates to 5x8=40 beams x 2 for FaW and we are up to 80 beams?! combine that with a minimal drop in damage even out to 10K compared to cannons and without having to worry about really lining up an attack run....its really dumb. Yes spam is getting crushed....probably too much now. Cruisers can dish out incredible sustained damage when in a decent group and still maintain great survivability. I could probably train a monkey to fly a NASCAR cruiser in a circle doing left hand turns while chaining FaW's with autofire running.

So for the forum moderator who will be reading my post please pass along to the buffoons at Cryptic that I think they are clowns......no offense to buffoons or clowns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-28-2011, 12:18 PM
Quote:
Originally Posted by MajorFury View Post
Yea anyone who thinks the new FaW is balanced is completely delusional. It is a terribly thought out and poorly implemented "fix" to deal with spam. Lord knows maybe you should have addressed the real issue about the massive spam that was taking the fun out of PVP instead of replacing one problem with an another. I am sadly surprised that the Devs listen so little to the concerns that were being brought up by the community before they pushed another broken skill out the door.

Lets see, if you have 5 cruisers running 8 beams that potentially equates to 5x8=40 beams x 2 for FaW and we are up to 80 beams?! combine that with a minimal drop in damage even out to 10K compared to cannons and without having to worry about really lining up an attack run....its really dumb. Yes spam is getting crushed....probably too much now. Cruisers can dish out incredible sustained damage when in a decent group and still maintain great survivability. I could probably train a monkey to fly a NASCAR cruiser in a circle doing left hand turns while chaining FaW's with autofire running.

So for the forum moderator who will be reading my post please pass along to the buffoons at Cryptic that I think they are clowns......no offense to buffoons or clowns.
That explains why jorf wants to keep it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
03-28-2011, 12:26 PM
Quote:
Originally Posted by FurQue
That explains why jorf wants to keep it.
I have one toon running one copy of FAW2. My other toon chains target subsystems.... and I'm usually on the later.

FAW may be in need of a *slight* downward adjustment, but one or two people running FAW is fine, issues only start to creep in when you have all or the majority of a team running it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
03-28-2011, 12:33 PM
Quote:
Originally Posted by hurleybird View Post
I have one toon running one copy of FAW2. My other toon chains target subsystems.... and I'm usually on the later.

FAW may be in need of a *slight* downward adjustment, but one or two people running FAW is fine, issues only start to creep in when you have all or the majority of a team running it.
So its broken then?
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