Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
07-09-2011, 11:24 AM
Quote:
Originally Posted by Heretic
When we released this latest change to FAW, we expected it was quite possible it would need further tweaking. Any additional information you can report about the current iteration of FAW will be very helpful - and specifics are critica: PvP/PvE? What were you flying? What were you flying against? Solo/team?

Many thanks.
On a general note: A lot of people seem to think Cruisers need to be "DPS" guys as well - and that's why BFAW in it's broken state was so popular among some. Maybe you need to throw these guys a bone, without breaking balance - and that means you need to look at engineering powers and figure out which ones need to be more damage-oriented. There is also a strong discrepency between Emergency Power to Shields and all other Emergency Powers. EPtS buff lasts 30 second and is fairly significant, EPtW/A/E buff lasts 5 second and is generally not very significant.
If people want their Cruiser DPS, they need to use their Engineering Slots for that. If there are no powers that can satisfy the request, maybe it's time to tweak some or add something new. Of course, every power tweak must also consider how it affects other ships (comparatively to Cruisers as well as how much of a boost these other ships gain.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
07-09-2011, 11:40 AM
Quote:
Originally Posted by Heretic
When we released this latest change to FAW, we expected it was quite possible it would need further tweaking. Any additional information you can report about the current iteration of FAW will be very helpful - and specifics are critica: PvP/PvE? What were you flying? What were you flying against? Solo/team?

Many thanks.
As this is the PvP forum, you'll get almost exclusively PvP-oriented and based replies from us :p

My experience comes from flying Intrepids and RSVs, either Sci or Eng based.

My opinion is that FAW, in it's current form, is inherently going to be OP. It's meant to provide a 15/20/25% damage boost, but that's going to be impossible if you have Beams firing on your original target as well as having them fire on a secondary; the way it currently is, each individual Beam gets that boost, and then each of those Beams in turn fire on a secondary target giving you well over an effective 200% damage boost.

It's mean to be a counter to CSV, but CSV inherently has a limited arc when using it with Dual Cannons/Dual Heavies. Even when using it with Single Cannons/Turrets, you're limited to 3 targets; FAW hits any and everyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
07-09-2011, 11:48 AM
On topic:
I been testing out my VA tac back on his ole sovy, messing with some nice regen shields and 125 shield power which I hadn't done before, because I was thinking about being dps so I really focused on my weapons power. So I reversed to 2 copies of epts3 and 1 eptw1. I also havnt ran faw since we all decided it was a no go.

What I have found is that of course it is still rediculously hard to stay alive as a tac in a cruiser, but high shields and aux has given me a Lil more time to capitalize on this: Weapons batt + every tacticall buff +beam overload 2 + high yeild 1.

You don't need to use faw to get kills. I was so sad to see how much more damage I was doing with faw1 even. But as people have stated before it's hard to know who is recieving all that misdirected damage. I noticed I was getting true killshots. Staying alive is hard, but when I get a chance to get in there it was really fun. That ship is still to squishy to not be a liability, but I enjoy flying it over the excelsior still. And as long as I get away in time and don't die it's not so bad.

But my numbers suck hardcore. Overall damage way down, known killshots thru the roof. Either way, at least I'm not the fawtastic cruiser everyone just loves, and still be of some use and fly what I feel like flying.

A Lil off topic: what engie consoles do u guys suggest fow a build like that. I use aux to struct3 or eject warp plasma 3 depending on the match. I usually go 2 neutronium, +35 shield one and a eps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
07-09-2011, 11:57 AM
Has anyone looked into reducing the power of the second beam to a fraction of what the primary beam fires at? Give us enough to clear spam but not enough to boost our DPS to 200 percent.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
07-09-2011, 12:14 PM
Quote:
Originally Posted by StrykerV
Has anyone looked into reducing the power of the second beam to a fraction of what the primary beam fires at? Give us enough to clear spam but not enough to boost our DPS to 200 percent.
There's not supposed to be a secondary beam at all. From what I've been reading, with FAW activated, your beams should fire 5 times in the cycle (instead of 4 normally) and the beams should focus on your primary target about half the time. I personally don't care if the secondary beam is kept so long as you can't squeeze 200% more damage out with this alone.

Since FAW should be basically a multi-target beam spam clearing tool, beam overload should be what you use for extra damage on a single target. But the current iterations of beam overload 1 and 2 are incredibly weak, and implement the same huge power drain regardless of level (BO 1, 2, 3).

So effectively, I think MustrumRidcully's assessment is spot on...offensive engineering skills, particularly directed energy modulation...and the first two tiers of beam overload need some slight adjusting to make this model work as intended.


And as for Heretic's specifics: Last night I flew against a star cruiser using the current version of FAW, and while I didn't find it overpowered as before, it was still annoying enough for me to have to run emergency power to shields before entering the fight to avoid getting my escort's shields blown off unexpectedly. It's better, but it still needs work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
07-09-2011, 12:26 PM
I think giving FAW a severe power drain. Not a mild one, but an extreme drain, making it a "Spam only" weapon if you're running more than 5 arrays, no matter what power tricks you're running. Fix that, and the "shooting at cloaked ships" issue, and we're good.

If you give an exponential power drain based on number of weapons FAWing, you can have a good DPS 4-array cruiser, with 4 slots for projectile weapons. With this system, you could even give a good damage boost to FAW!

To fix "shooting at cloaked ships", give it a 3 second target lock timer. From something decloaks or is spawned, FAW has to be able to maintain target lock for 3 seconds before it shoots at it. This should prevent ships being shot at during "micro-decloaks" that occur when cloaked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
07-09-2011, 01:02 PM
IMO, leave FAW's damage boost and power drain and everything else exactly as it is right now with one exception:

Give FAW an arc restriction like CSV has. I suggest 90 degrees centered around the target would be fair.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
07-09-2011, 01:50 PM
Buggy Buggy Buggy. That's all I can say. Everything was working fine before Season 4 now there's bug after bug. My screen stutter even came back! Did they hire a fresh bunch of high schoolers from the Bronx to do the programming?

Sorry, just venting. I wasted half the day yesterday just trying to finish the Defend Alpha Trianguli accolade just to find out all the compleations were going on the beta ersa sector. Then I tried to do a Defend the Alpha Centuri and couldn't get into any signal contacts. I finally found one next to the crytaline enemy that would let me in.

So I went on to Memory Alpha to do some shopping. I clicked on a Personal Shield and after that I couldn't get the personal shield discription to go away if I clicked on something else.

I kow they'll fix it soon, but I think they took too big a jump this time. Too many problems.

I even had it running playably on my netbook. That's gone now too!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
07-09-2011, 02:20 PM
Quote:
Originally Posted by Jake81499 View Post
Buggy Buggy Buggy. That's all I can say. Everything was working fine before Season 4 now there's bug after bug. My screen stutter even came back! Did they hire a fresh bunch of high schoolers from the Bronx to do the programming?

Sorry, just venting. I wasted half the day yesterday just trying to finish the Defend Alpha Trianguli accolade just to find out all the compleations were going on the beta ersa sector. Then I tried to do a Defend the Alpha Centuri and couldn't get into any signal contacts. I finally found one next to the crytaline enemy that would let me in.

So I went on to Memory Alpha to do some shopping. I clicked on a Personal Shield and after that I couldn't get the personal shield discription to go away if I clicked on something else.

I kow they'll fix it soon, but I think they took too big a jump this time. Too many problems.

I even had it running playably on my netbook. That's gone now too!
what does this have to do with faw?

I shall record some internal testing with faw and see what happens.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
07-09-2011, 04:11 PM
I think the problem with FAW is it tries to do two things. Its is supposed to be the beam version of CSV, but it is also to be a spam clearing ability. If they make it too weak, it won't be useful for PvE because it will no longer really be CSV for beams, it will only be good for weak spam clearing, which there just isn't that much of in at least the current PvE environment.

They should put arc and target restrictions on FAW similar to CSV, 3-4 Targets, within 120 degrees of the primary target maybe, and then create 2 new skills, Beam Point Defense, and Turret Point Defense, both can work more like the current FAW except be much weaker per shot, randomly targeting stuff all around the players ship and shooting it. This would be great to clear mines, heavy torps, and do some dmg to fighters and other carrier spam.
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