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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
10-24-2011, 09:45 AM
Quote:
Originally Posted by KBFLordKrueg View Post
It's a purple Mk X
Could the Icon just be a "Place Holder" for a real graphic?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
10-24-2011, 09:54 AM
Quote:
Originally Posted by Krell83
Could the Icon just be a "Place Holder" for a real graphic?
Well it could.... after all, the real "icon" is the one of a usual dual canon. But if the current values are those of MKXI cannons the result is even more disapointing....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
10-24-2011, 10:23 AM
Thanks for the heads up.

I have been waiting for the quads for some time now hoping they would just give us a visual effect for our duals & heavy duals.

Alas we get this version.

Would still be interesting to hear a dev comment about this since :
1)I hate choosing between performance and esthetics
2) Stoked mentioned they are "the highest damage cannons in the game" which if your investigations are correct they are clearly not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
10-24-2011, 10:36 AM
Quote:
Originally Posted by KBFLordKrueg View Post
This is quite correct.
I am in wonderment why? It seems that, in light of their release ingame, they would allow a player to have at least 2 on a vessel.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
10-24-2011, 12:36 PM
So it's not more powerful than other weapons (rather the opposite at current max-level and it has this hughe energy drain on the engines.
Pay more (both in money and in energy drain) to get less?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
10-24-2011, 01:14 PM
When more levels unlock leveling items will go up higher. Until then they are capped at 51, while MKXII items are lvl 60.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
10-24-2011, 01:49 PM
Even if these weapons were equivalent to Mk XI, I still don't see why they'd be worth the power drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
10-24-2011, 01:56 PM
unless they give it a [acc]x3 mod it will be junk. It amazes me how little cryptic knows about their own game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
10-24-2011, 02:03 PM
Quote:
Originally Posted by phunkmaster3k
unless they give it a [acc]x3 mod it will be junk. It amazes me how little cryptic knows about their own game.
I still few the Quads fell to pre-emptive nerfing based on pre-emptive fears that pre-emptively appeared when they snuck the idea out via STOked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
10-24-2011, 09:02 PM
Their current stats are pathetic in comparison to other weapons of the same tier you're using. (in fact I have a rare set of dual heavies at mark VI that do more Damage and DPS than the quads on Tribble. And i'm not specked into the dual's energy type.

So feed back on them is

Damage is insignificant. Lower tier weapons of unspeced energy types are doing more DPS and DPV.
Unique one per ship is uncalled for, in fact i'd fire the guy who thought it was a good idea.
-10 to engines is far too much of a handicap, they shouldn't have any negative engine modifier, if they're also going to reduce weapon power when firing.
visual effect is good, I'd like to see a few more pulses though.
audio effect is horrible, they should sound beefy, heavy, "WHOMP WHOMP WHOMP WHOMP" cannons not "pew pew".
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