Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 change bfaw to faw
04-12-2011, 11:03 PM
If you are my tac officer and I gave you an order to to faw, but add you can only use beams.....what response in your head would you give?

So change bfaw to faw and fire all weapons on your ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-13-2011, 04:59 AM
Mmm..

Just had an idea..

We currently have 3 different ability types for energy weapons:

Spike : BOL - Damage is spike, all damage is in one powerful burst
DoT : CRF - Damage is increased over the entire duration of the ability
AOE : CSV / FAW - Low damage multiple targets

Basically, we currently have a power that fills two of these effects at once.. FAW is both AOE and DPS

---------------------------------------------

Change FAW entirely so it works on turrets only. The low damage of turrets make sure it isnt going to be the LOLAOEWTFPWNU power it is today. Possibly limit range somewhat. Ideal for mineclearing and PDefense.

Add a new beampower, intended for direct damage over time.. Similar to CRF, but balanced for 8 beams. (8 beams should have roughly 50-75% of the damage 4 DHC does.)

Add a replacement for FAW, AOE damage for beams, directional cone AOE akin to CSV (basic beam damage, conesize increases with level (or something)) - Damage is higher than TurretFAW, primarily intended to combat pets/PFs.

Add a new cannon power, intended as spikedamage.. A supercharged pair of bolts with damage potential similar to BOL.. Graphic could be akin to that huge blast the Negh'var shoots at DS9 in one episode.

-----------

Intended endresults:

We have a excellent omnidirectional AOE power with turrets.
We have directional AOE for both beams and cannons
We have spike damage for both
We have regular damageboost for both

Obviously in the end the potential damage should be tied to the arc of the weapons.. Dual and Heavy Cannons should be the ultimate weapon intended for the nimble ships, while DBBs should be a good alternative (useful on sluggish escorts and manouvreble cruisers and SV.. Arrays should be the standard weapon for the sluggish cruiser
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-13-2011, 07:22 AM
Quote:
Originally Posted by MelineAaele View Post
Add a new beampower, intended for direct damage over time.. Similar to CRF, but balanced for 8 beams. (8 beams should have roughly 50-75% of the damage 4 DHC does.)
8 beams out damage 4 dhc right now without any buffs, they dont need any kind of buff for extra damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-13-2011, 08:26 AM
Quote:
Originally Posted by FurQue
8 beams out damage 4 dhc right now without any buffs, they dont need any kind of buff for extra damage.
Yes, without buffs.. However with .. Say CRF2 or 3, the cannons win out..

The intent was to make a ability similar to CRF for beams and another similar to BOL for Cannons.

Im not at home right now, so cannot give any exact numbers, but will look at them in a couple of hours when I get home..

You might be right.. We will see
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-13-2011, 08:56 AM
Cruiser are not meant to be the spike DPS boats of the game they should always be a notch or two below escorts. Now are there some really effective cruisers int he game that can bring pain, oh yeah but they are the exception not the rule. I am/was a tac/cruiser on the fed side and you can build a killer/tank setup but I can never out kill or DPS a truly good escort. Make the changes you propose would swing balance over to cruisers because ultimately most cruisers pilots want to be as deadly as escorts just without the high risk of dying which I feel is the wrong way for the game to go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-13-2011, 10:12 AM
Quote:
Make the changes you propose would swing balance over to cruisers because ultimately most cruisers pilots want to be as deadly as escorts just without the high risk of dying which I feel is the wrong way for the game to go.
That is what comes to my mind too. cruisers aren't, and shouldn't, be a competitor for escort damages or roles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-13-2011, 04:49 PM
Quote:
Originally Posted by Captain Data
Cruiser are not meant to be the spike DPS boats of the game they should always be a notch or two below escorts. Now are there some really effective cruisers int he game that can bring pain, oh yeah but they are the exception not the rule. I am/was a tac/cruiser on the fed side and you can build a killer/tank setup but I can never out kill or DPS a truly good escort. Make the changes you propose would swing balance over to cruisers because ultimately most cruisers pilots want to be as deadly as escorts just without the high risk of dying which I feel is the wrong way for the game to go.
Tis why I wanted them to have a skill for DPS, but even with 8 arrays they shouldnt encroach on escorts with 4 DHC - twas just an idea, because I was tired of using nothing to boost my weapons or use FAW and see my shots fly on every target but the intended one.. Sure.. One could mount BOL, but thats a spikeskill, not quite as effective as a escort DBB, with a cruiser array.

Also.. Wanted a BOLish skill for cannon users.. The best spikes require a BOL, and if youre the sort that frown on escort beams, its nice (plus you save skillpoints) - And I really liked that Negh'vars disruptor blast on DS9

http://www.youtube.com/watch?v=2V_tp5C27TQ at 3:33
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-13-2011, 07:03 PM
Quote:
Originally Posted by sithterror View Post
That is what comes to my mind too. cruisers aren't, and shouldn't, be a competitor for escort damages or roles.
This^^
The Cruiser should be deadly in the long game, not the short one too.
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