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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-30-2011, 03:01 PM
5 Excelsior with BFAW3 Beta 1 and Tac team... I wonder where I've seen that before..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-30-2011, 03:08 PM
Currently, I am using this power exclusively. I am not using this power for the DPS. I am going to break the will of every mine/fighter spammer I encounter. I am going to invalidate every weapon slot they have dedicated to spam.

So if you have mines or fighters...and want to see them live past 0.05 seconds. I advise you don't fly near me.

DIE SPAM
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-30-2011, 04:14 PM
While I was all for an upgrade to FAW, I think it's been buffed a little too much.

If they changed it so that only enemies within the firing arc of the main target would get hit....nice.
If they changed it so that the second beam did 25%/30% damage...meh but ok
If they changed it to be beam rapid fire on a single target....groovy

Right now it's kinda ridiculous. It's nullified spam alright, but it's made Tricobalts, boarding parties, HY plasma torps etc moot. Granted BP and Plasma weapons may not be "ideal", they shouldn't really be rendered useless either.

I'm adamantly against any fooling around with cooldowns. We've been there already, and I think the cooldown system works well as it is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-30-2011, 04:48 PM
I think, just as when you see a new ship in the C-Store, everybody is going to use it.

That is what is going in with FAW (That and people like me who are on a campaign to end spam). For the first time (bugged Dual Beam 90% damage boost times aside), the power is useful in pvp. As a healer, I can say that I enjoy the fact that I can focus on healing others and still do damage.

While the damage has big numbers, I would not call it OP. Burst damage is still going to be king of the pvp world. It may take me 2 or 3 times the damage to kill somebody, as compared to an escort with massive burst damage.

I still see people doing BO and TSS. The difference is that now you are seeing FAW on the field of battle,.. finally.

It is really not that different than escorts carrying CRF or CSV. It is an option/choice. Both are viable. I have had fleetmates hit with BO3 with their excelsiors for over 40k crits.. 1 shotting their target. FAW will NEVER one shot a target.

Futhermore, damage can still be diffused through mines/spam/other ships. Now, taking on 2 ships at the same time can be advantageous with FAW. But keep this in mind...

As with all abilities, they are situational. If you are going against somebody, take them out of their ideal situation and then deal with them. It is no different than when I boost away from a group of escorts. There is always that 1 escort that manages to keep up. Then he is mine. That is changing the situation to your advantage.

FAW works differently now. It is not a HUGE change. ... but it does mean that it is a viable choice now.

It has weaknesses,.. learn to exploit them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-30-2011, 04:57 PM
Quote:
Originally Posted by Armsman View Post
Pretty much the same way Cannon Scatter Volley works, which is why you don't see KDF players calling for a chage to CSV.

The BFAW changes are fine - no 'fixing' needed (ahnd I PvP on both sides of the aisle.)
This makes no logical sense. What is it about CSV that makes it a KDF issue?

I like the idea of increasing the cool down to put it in line with beam target system abilities. Right now there is no downside to simply chaining it all the time. I am fine with it getting this kind of buff but it needs trade offs like every other decent skill.

Also, fixing a broken skill (spam) by breaking yet another skill (BFAW) is just bad policy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-30-2011, 05:17 PM
I was just going to add that this skill seems to be one that is made for engineers.

That is a nice change, considering that even powers like DEM don't have nearly the power as in the hands of a Tac officer.

The reason Is say this, is currently I am running an 8 single beam setup, with a single EPS Conduit in my engineering slot. The reason I can broadside with 8 all the time is pretty simple actually. EPS 3 boosts my power transfer rate to over 400% and when that ends, I can do Nadion inversion, which makes an 8 beam broadside cost about 20 energy.

Add in to this, splitting my attacks between 2 targets at this level, and it is amazing. Now, I don't think Tac's can take advantage of this, unless you do what I have seen some Tac's do, and have an Engineer with them at all times, dropping EPS 3 on them, when fully buffed. But that tactic requires 2 people and gimps out the engineer's damage potential in favor of the Tac pilot having massive numbers. But it is obvious what is going on there.

This power is an endurance power. It can be setup for some wicked damage, but you need to have the power management skills to use it. I am enjoying it, because it really does feel like a skill made for an engineer now.

And that is nice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-30-2011, 06:17 PM
Quote:
Originally Posted by MustrumRidcully View Post
Possible Solutions
So, what could be done to fix this?
  1. Reduce the damage output. BFAW basically has to provide a "damage nerf" to the invidual shots - perhaps only the additional shots for the secondary target.
IMHO, there should be a tradeoff for having a faster fire rate (beam or cannons). So if you want to shoot faster, you have slightly weaker attacks.

That would significantly reduce the dependance as a standard buff, but at the same time not make it useless.

Quote:
Originally Posted by MustrumRidcully View Post
[*]Increase the cooldown. This means that teams cannot maintain their doubled damage output for more than 15 seconds or so. It is currently (in the nomenclature used by snix during the great cooldown revamp) a Category 1 skill. It could become a Category 3 skill, similar to Beam Target Subsystems. This would mean 15 second duration, 45 second cooldown, 30 second global cooldown, or even a Category 4 skill (15 second duration, 60 second cooldown, 30 second global). The danger of changing the cooldown category is that spam handling might become somewhat more difficult, but I think a team with two or 3 BFAW users will still have plenty of coverage, and even a single BFAW user will not fair badly. [/list]
Increasing cooldown time by a few seconds is acceptable.

Also think it we should have FAW on a joint cooldown with Cannon Rapid Fire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-30-2011, 06:30 PM
>>> Also think it we should have FAW on a joint cooldown with Cannon Rapid Fire.

*gasp* Heretic!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
03-30-2011, 07:04 PM
Leave the skill mechanics alone but change the cool down timers to 30 for 1 and 45 for two copies. This skill isn't overpowered when you alone are using it. The issue is when you have 5 ships using it that it becomes way to much. If when you have 2 ships in range to fire at your DPS doubles, 5 ships means the DPS output is comparable to 10 ships at once. No 5 my team can take on the firepower of a 10 man team period. It would take a boring team of 5 star cruisers set to maximum shields and heals to survive this on onslaught.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
03-30-2011, 07:09 PM
Cannon and beam abilities don't need to share cool downs. However, CRF pays for it's increased fire rate so BFAW certainly could too.
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