Captain
Join Date: Jul 2012
Posts: 2,976
# 11
01-11-2013, 07:03 AM
I did a little research into the subject to see how any buffs to beam arrays would affect the game balance, you can see my results here:

With buff analysis:
https://skydrive.live.com/redir?resi...DiUy3ASzT0bwIE

Notes:
Only edit cells C9, C13 and C14 as everything else is automated
This does not account for power drain as I do not know the power mechanics in game therefore figures are not 100% accurate
You may need to download to edit

However I do back Biteme's comments on modifying the power mechanics of the game, I think this would be a viable alternative/short term solution
Captain
Join Date: Nov 2012
Posts: 3,465
# 12
01-11-2013, 07:05 AM
Quote:
Originally Posted by bitemepwe View Post
Change the Drain value for Beam Arrays so each of the 4 shots drains 2.5 weapon power for a maximum of 10 points drain for the whole cycle per beam instead of -10 drain per shot in the cycle.

Problem solved.

But the OP is way off. Weapon Power does not favor Escorts. Thats like saying Shield Power favors Cruisers. The Power stats don't favor anyone, they just are what they are.
More accurately, Power levels favor those who know how to play to their strengths, weaknesses and idiosyncrasies.
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 13
01-11-2013, 07:16 AM
Quote:
Originally Posted by stirling191 View Post
More accurately, Power levels favor those who know how to play to their strengths, weaknesses and idiosyncrasies.
True, very true. If you are just flying on one setting all the time then you are doing it wrong.
Roy Hatch (stryker) soldier, friend, and good man.
1945-2014
RIP
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 14
01-11-2013, 07:22 AM
Quote:
Originally Posted by adamkafei View Post

However I do back Biteme's comments on modifying the power mechanics of the game, I think this would be a viable alternative/short term solution
I honestly feel it would solve the problems of Beam Arrays as it would keep them from choking themselves powerwise but keep them balanced to the rest of the weapons ingame.

My belief is that the sheer amount of Fire being cranked out by BA's is what is dropping thier WP into the basement before the cycle ends and WP is regenerated, thus resulting in the bulk of thier shots as being underpowered.
Roy Hatch (stryker) soldier, friend, and good man.
1945-2014
RIP

Last edited by bitemepwe; 01-11-2013 at 07:44 AM.
Captain
Join Date: Nov 2012
Posts: 3,465
# 15
01-11-2013, 07:25 AM
Quote:
Originally Posted by bitemepwe View Post
I honestly feel it would solve the problems of Beam Arrays as it would keep them from choking themselves powerwise but keep them balanced to the rest of the weapons ingame.

My belief is that the sheer amount of Fire being cranked out by BA's is what is dropping thier WP into the basement before the cycle ends and WP is regenerated.
Would not a passive drain resist/reduction on cruisers/sci ships (due to their larger reactor capacity perhaps?) be a better way to go? Otherwise you'd possibly have beamship escorts zipping around, not worrying about facing while dishing out serious amounts of hurt.

Last edited by stirling191; 01-11-2013 at 07:47 AM.
Captain
Join Date: Jul 2012
Posts: 2,976
# 16
01-11-2013, 07:34 AM
Quote:
Originally Posted by bitemepwe View Post
I honestly feel it would solve the problems of Beam Arrays as it would keep them from choking themselves powerwise but keep them balanced to the rest of the weapons ingame.

My belief is that the sheer amount of Fire being cranked out by BA's is what is dropping thier WP into the basement before the cycle ends and WP is regenerated.
And I fully agreed with you from the first time you posted it, the only place we disagree is in the ease of deployment
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
01-11-2013, 07:52 AM
Quote:
Originally Posted by shar487a View Post
I think cruisers do deserve access to more passive bonus energy than the flat +15 that all ships get.
They do, most standard cruisers get +5 to each subsystem, variants often get +10 & +10, for a total of +20 overall.

Escorts only get +15, but its all pumped directly into weapons usually.

Career Officer
Join Date: Jun 2012
Posts: 986
# 18
01-11-2013, 07:53 AM
One thing to keep in mind too is that an Engineer is going to (in theory) be specced higher into power related skills. Also, a cruiser has more space for engineering consoles that can boost weapon power or improve power recovery rate, and therefore mitigate some of the beam power drain. I haven't done a lot with cruiser beam boats, but I recall reading somewhere that slotting an EPS Flow Regulator was recommended on beam-heavy cruiser builds.
Captain
Join Date: Nov 2012
Posts: 3,465
# 19
01-11-2013, 07:58 AM
Quote:
Originally Posted by shockwave85 View Post
One thing to keep in mind too is that an Engineer is going to (in theory) be specced higher into power related skills. Also, a cruiser has more space for engineering consoles that can boost weapon power or improve power recovery rate, and therefore mitigate some of the beam power drain. I haven't done a lot with cruiser beam boats, but I recall reading somewhere that slotting an EPS Flow Regulator was recommended on beam-heavy cruiser builds.
Power consoles are pretty meh, at most you're getting 4 points out of them. For a cruiser, you're generally going to be much better served by armor, RCS, or specialty consoles.

EPS consoles were mandatory back in the days when you could actually drain your weapon power to zero just by firing your weapons. Nowadays, with 6 into the EPS skill, they're effectively useless.
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 20
01-11-2013, 08:07 AM
Quote:
Originally Posted by shockwave85 View Post
but I recall reading somewhere that slotting an EPS Flow Regulator was recommended on beam-heavy cruiser builds.
This is false. Weapons only use power during their firing cycle, and then all the weapon power they use is immediately returned to the ship.

Think of weapons as reserving weapons power, rather than draining it. The weapons power isn't lost - it's just being reserved by the weapon and then returned once it's done firing.

Because of this the EPS console would do absolutely nothing for you while you are firing weapons. IMO you would be better off with a Neutronium Alloy or an RCS console.

The only way to keep your weapons power higher while firing weapons is to increase your weapons power. Increase skills like Warp Core Potential and Weapons Specialization, use energy boosting consoles like the Assimilated Module and Plasma Distribution Manifold, and use abilities like Emergency Power to Weapons, Auxiliary to Battery, or Energy Siphon.
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