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Lt. Commander
Join Date: Jun 2012
Posts: 148
After reading the spike vs pressure thread, and watching Trek space battles on youtube, I came up with this crazy idea that would increase pressure damage and reduce the "lightshows" that we never see on television.

I am proposing that similar weapons stack damage and mods onto a single volley or beam. Weapon type and energy type must be the same.

For example, a cruiser with 4 phaser beams fore and aft would have one attack from the fore and one from the aft. Each beam attack would be the sum of the mods and damage after power calculations. Instead of 4 attacks of 1000 damage each, there would be 1 attack of 4000 damage. There would be a diminishing return at 3 of the same weapon, to encourage diversity (torpedoes).

Everything besides the DHC would essentially be buffed. The DHC already has a slow firing cycle, so stacking weapons might not be beneficial. Procs would not stack since there is less "exposure" to that energy type.

Stacking mods would make other mods besides [acc] valuable. 9x [dmg] mods might be worth it. Stacking accuracy mods would make hitting speedy ships easier.

Honestly, I still dont understand how beams of energy fired at near light speed using targeting computers can "miss" a target that is flying at sub-light speeds at a mere few kilometers away.

In the shows, ships fire one or two beams at once, with torpedoes. And the Defiant fired short bursts, not streams and streams of constant CRF.

It would probably be hard to implement, but the gameplay change might be worth it.
Maybe this could be an toggle, so that captains can choose to stack weapons or not.

Thoughts?
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 2
02-10-2013, 02:54 AM
it would destroy proc rate, and per hit abilites like DEM and glider, but i would prefer less shots and more effect per shot, thats how star trek looks. watch the battles from voyager and enterprise, that established the minimalist look trek combat is supposed to have
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 2,228
# 3
02-10-2013, 08:00 AM
Not sure that a BO on every weapon continually addresses anything. 8 Beams. I'm pretty sure that this would be unbalanced, without considering the maths, multipliers or modifiers.

While I agree that cruisers need to get some love, I don't think that cruisers should become "spike-dmg" dealers.

That is just not what Cryptic designed their role for.

In a system like this, there would be no need for escorts. TACS would never leave their cruisers.

Please imagine what a fully buffed alpha strike from a cruiser would feel like? And then given the nature of what you suggesting, and the cycling of AP's - the insane meaning of sustained uptime.

If something like this is introduced it needs to be designed around the same notion of a sensor analysis vs. single target. Just an engineering slant to it.

The beam should not just fire at full affect. It needs to "ramp-up", similar to sensor analysis. When it gets to that 10/10 level against one target, the beam becomes focuses to xnum dmg modifier. If the cruiser is firing at a new target, it needs to ramp up again. If the cruiser is firing FAW, then the ramp up time needs to take longer. At least twice as long, before its firing focused beams at anything that moves.

It could be a new ENG boff ability called Focused Beam, or something, which only engineers can train similar to EptW.

It's like SA, only boff trained and it grants increased dmg over time, which is inline with cruisers after all + grants one BO pulse beam at end of each cycle.

Last edited by drkfrontiers; 02-10-2013 at 08:29 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 4
02-10-2013, 08:37 AM
Is not one of the issues with Beam Arrays is that they can not stack and deliver massive DPV strikes like cannons can with DPS.
Granted DBBs can using BO, and they function well at it.

This why I feel BAs need a rapid fire type of ability. DDIS's suggestion for a new beam weapon would work very well as a new BOff abilty in my opinion.
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Last edited by bitemepwe; 02-10-2013 at 08:42 AM.
Captain
Join Date: Oct 2012
Posts: 663
# 5
02-10-2013, 08:49 AM
Add heat to cannons, that the more they fire the more the cannons risk getting burned out and needs time to repair.
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Captain
Join Date: Aug 2012
Posts: 13,077
# 6
02-10-2013, 09:21 AM
If one reviews info on Emitters, Banks, and Arrays while looking at specs for the ships (not game specs) - it's hard not to see the implementation was...not one might expect.
Vice Admiral Geist, Klingon Science Officer
V.S.S. Oracle, D'Kyr-class Science Vessel
Lt. Commander
Join Date: Dec 2012
Posts: 127
# 7
02-10-2013, 09:38 AM
Here's a better idea.

Remove all this passive healing crap, the shield distribution officer, and kick these extra super resistance granting shields in the crotch.

Beams worked great until healing got so far and away out of control.
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 8
02-10-2013, 11:31 AM
Quote:
Originally Posted by mavhax View Post
Here's a better idea.

Remove all this passive healing crap, the shield distribution officer, and kick these extra super resistance granting shields in the crotch.

Beams worked great until healing got so far and away out of control.
the things that has gone up in this game is spike, crits, resistance and regeneration. some were in between there is pressure damage, that has been stagnant. every healing buff is a direct nerf to pressure, unless its a DHC your fireing, you might as well not fire it at this point.

sure they could role back all that crap, but they would never do that, but they could do a few other thing.

if the front loaded DHC firing cycle that can effectively injure a shield facing faster then manual transfer can compensate for it is the only thing that can get results, well beam arrays and single cannons need that fireing cycle too. or beams should just fire 1 shot per cycle, you could actually pare up torps and beam arrays at that point with that single beam shot hitting harder then DHC shots. it would of course have a huge 4 second down time for each array, and have the same DPS as ever, but at least it could deliver damage in a way that can injure, instead of get transferred away.

or they could stop with the double nerf of beams already and give it a damn rapid fire skill. not only do cannons have a better rate of fire, they have CRF that buffs DPS by quite a lot. beams fire lazily and have no real pressure buffing skill like cannons have.

the final option is to change the way DHCs deal damage so its not so front loaded, slash resistance across the board by 20%, ether get rid of TT distribute or nerf it to 5 seconds, and give ES a 15 second up time with an RSP like cooldown. that way basically everything would be pressure damage, and it would actually work, and there would be much less yoyo.


as far as im concerned these are their options. hopefully after season 8/whatever they call it they can actually address this, a huge problem that makes all non DHC based damage dealing useless.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 9
02-10-2013, 04:37 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
it would destroy proc rate, and per hit abilites like DEM and glider, but i would prefer less shots and more effect per shot, thats how star trek looks. watch the battles from voyager and enterprise, that established the minimalist look trek combat is supposed to have
True, but that would be a trade off. Procs or damage. Let the captain choose. I was never a fan of this proc system.


Quote:
Originally Posted by drkfrontiers
Not sure that a BO on every weapon continually addresses anything. 8 Beams. I'm pretty sure that this would be unbalanced, without considering the maths, multipliers or modifiers.

While I agree that cruisers need to get some love, I don't think that cruisers should become "spike-dmg" dealers.
It may be closer to a BO on every shot, but theres only 1 shot every cycle, not 8. That one shot is going to be able to actually hurt a bit.

Like what Drunk is saying
Quote:
Originally Posted by dontdrunkimshoot
if the front loaded DHC firing cycle that can effectively injure a shield facing faster then manual transfer can compensate for it is the only thing that can get results, well beam arrays and single cannons need that fireing cycle too
Quote:
Originally Posted by Devorasx
Add heat to cannons, that the more they fire the more the cannons risk getting burned out and needs time to repair.
Dont DHC already have the longest cooldown?
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