Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-08-2012, 01:38 AM
just a theory there


anyway.. put aside the fact that FAW is hitting 100%

should beam arrays be hitting 97% without FAW?
Lt. Commander
Join Date: Dec 2007
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# 22
03-08-2012, 01:44 AM
What kind of ship were you shooting at, Zorena? Just curious. A base of 97.11% accuracy on your beams tells me that you were shooting at something large. If it was an escort, then I will agree, maybe it is beams that are broken. If it was a cruiser, then it sounds about right (without FAW)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-08-2012, 02:08 AM
It was vs a pug I dont know the exact mixup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-08-2012, 02:12 AM
Seussified, I mentioned earlier how beam array accuracy is working these days.

Accuracy for beam arrays is now range-dependant. Even an elusive-traited escort flying at 50 base engines directly next to a cruiser will get hit nearly 100% of the time. The same escort at 10km out will get hit less than 60% of the time.

Of course these numbers will change with different accuracy / defense scores, but it shows the general tendency.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-08-2012, 04:20 AM
But considering this was a regular match, with unbuffed beams firing at 97% accuracy doesn't that suggest that almost every shot was within around 2km? Its not a controlled environment but shouldn't there be a bigger drop off?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-08-2012, 04:28 AM
I was testing with a cruiser without accurate trait against an escort at relatively high speed with elusive trait.

In a player vs cruiser situation the defense values should be lower, so one would expect a higher hit rate.
Usually most of the fighting takes place at comparatively close range, <5km.
Fighting klingons with KHG shields and in general more defense scores because of escort-type ships with high speeds leads to significantly reduced average hit rates, even in normal situations.

And don't forget: beam arrays have always had these high average hit rates, this is not a new development.

Even DHCs with their comparatively high rate of misses usually hit for >85% on average in a PVP match when the player has chosen sensible accuracy mods for the weapons. With accurate trait and [Acc]x2/3 weapons, I'd guess that one could have DHCs hit for >90% unless all the targets are elusive escorts at permanently high speed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-08-2012, 04:33 AM
I get that beams have always been especially accurate but maybe I misunderstood the patch notes where they recently claimed to correct an issue where beam weapons were firing too accurately. I thought they were addressing all beams or did they mean the hybrids?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-08-2012, 09:07 AM
Accuracy seems to be hit or miss I have had numerous BO miss at point blank. Nothing like seeing your BO3 go off 2 km above a target into the vacuum of space and this is against all ships. It was so frustrating I retired my ACC x 3 DBB. The only thing I have been able to do to help with high burst damage skills is to unselect and select the target again it seems the first shot is close to 100% accurate. It almost seems each shot on a target has a diminishing accuracy to set floor value.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
03-09-2012, 01:18 AM
Problem is not FAW not missing. Problem is miss rate is way too high. One stat shouldn't have precedence over all the other stats. Whether I get CritH or Acc, the numbers should be more or less the same at the end. Beam boats shouldn't have to necessarily get FAW in order to do damage. If you take out FAW from the game, beam boats will pretty much do zero damage...

A suggestion: Maybe miss rate should be that high at speeds of over 100 engine power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
03-09-2012, 01:40 AM
Where did you get the combat tracker? Looks like that could be handy in tweaking my builds.
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