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Career Officer
Join Date: Jun 2012
Posts: 1,742
# 121
02-21-2013, 01:39 AM
meh... posted too late at night lol.

Last edited by skyranger1414; 02-21-2013 at 01:42 AM.
Career Officer
Join Date: Jul 2012
Posts: 1,178
# 122
02-21-2013, 03:56 AM
Power drain is the problem, without any doubt about it. I went from doing 4.5k in CSE with a ship to 7.5k in the same mission with the same ship but equipping the romulan set, which ends up reducing the power drain, thats a pretty significant change. I've been averaging 9k in ISE with an eng cruiser.

The real problem is the only current way to make a cruiser do that kind of damage is to go plasma, which shouldn't be the case.
Delirium Tremens
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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Commander
Join Date: Aug 2012
Posts: 489
# 123
02-21-2013, 05:22 AM
Quote:
Originally Posted by assimilatedktar View Post
You do know that ships are supposed to equip both, energy weapons and torpedoes?
Tnx. Mr. obvious I welcome your comment on this. You have inspired everyone, and brought knowledge of torpedo existence "ultimate dmg weapon" in this game to all of us noobs.
Proudly lagging through sto universe since season 8,5
Captain
Join Date: Jun 2012
Posts: 1,489
# 124
02-21-2013, 05:37 AM
Quote:
Originally Posted by assimilatedktar View Post
You do know that ships are supposed to equip both, energy weapons and torpedoes?
1.) I have never heard it officially said that ships are "supposed" to have any particular loadout.

2.) Torpedoes have a small firing arc which is completely exclusive of beam broadside firing arc. You cannot shoot beam arrays and torpedoes at the same time with any kind of efficiency.

3.) Torpedo launchers have pathetic DPS output. Even less than drain-crippled beam fire. This wouldn't be an issue if torpedoes did enough spike damage to justify taking your beams off target for a kill shot, but only way to even come close to having a torpedo strike be a kill shot is to massively buff it with tactical captain and boff abilities. Guess which ships are not typically used by tactical captains and have few tactical boff options?
Career Officer
Join Date: Jul 2012
Posts: 1,178
# 125
02-21-2013, 05:48 AM
Even Nadeon inversion can't keep up with an 8 beam cruiser using BFaW, its pretty crazy.
Delirium Tremens
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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Visit our Youtube channel
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,847
# 126
02-21-2013, 06:42 AM
STOP trying to get things nerfed just because they don't fit your current build!

This is what always breaks this game.

If you think cannons are better, switch to cannons. Not doing it in a Cruiser? Buy an Escort.

I mount a Dual beam bank among my DHCs for and a Beam array aft to take advantage of BA:O III.

I am also an Engineer with a Red Matter Capacitor flying a Destroyer.

The only time my weapon power drops is after the Phaser Lotus fires, it regenerates rapidly as I fly away to set up for the next attack run.
Starfleet Veteran
Join Date: Jun 2012
Posts: 3,337
# 127
02-21-2013, 06:47 AM
Quote:
Originally Posted by thlaylierah View Post
STOP trying to get things nerfed just because they don't fit your current build!

This is what always breaks this game.

If you think cannons are better, switch to cannons. [...]
Broadside fighting is a much different style than forward-arc fighting, one that emulates naval combat more as opposed to the WW2 fighter playstyle that DHC-based ships have.

Not nerfing cannons, but buffing single beams could be a good move to give people more than one viable playstyle.
---------------------------------------------------------------------------------
Promote what you love, instead of bashing what you hate.
https://www.youtube.com/watch?featur...lM_skuv4#t=584

Last edited by sophlogimo; 02-21-2013 at 06:52 AM.
Captain
Join Date: Jun 2012
Posts: 1,246
# 128
02-21-2013, 06:52 AM
Quote:
Originally Posted by dalnar83 View Post
The problem with beam arrays, are that they cannot be linked. There should be just way to shoot one beam instead three with 3 beam arrays, if you link them. You would have reduced chance for procs, but increased base dmg, hence higher crits.
I'm not sure that would solve the power drain issue, but I'd still agree with this. Not only would it make combat less cluttered, and look more like it did in the shows, but it would make BO the hammer blow I always got the sense it was supposed to be but never really was.

You could even make it a toggle or have weapons link individually (a bit like putting them on auto-fire), so that it needs to be actively managed. This would introduce a tactical element; as having all your beams rolled into one would make Fire at Will less effective at spam clearance, while making Beam Overload more effective at dealing damage to a single target. This, in turn, would introduce a new tactical element to carrier play; as someone who is running mega-beams is going to be ill prepared to deal with fighter swarms.

It might even make beam escorts competitive, thus increasing play style diversity.

Could be a fun thing to try.
Exploration suggestions thread - give it a read

BTW, you'd pronounce it 'Cap'n Manks'

I protest the removal of exploration clusters
Captain
Join Date: Nov 2012
Posts: 3,477
# 129
02-21-2013, 07:15 AM
Quote:
Originally Posted by momaw View Post
3.) Torpedo launchers have pathetic DPS output. Even less than drain-crippled beam fire. This wouldn't be an issue if torpedoes did enough spike damage to justify taking your beams off target for a kill shot, but only way to even come close to having a torpedo strike be a kill shot is to massively buff it with tactical captain and boff abilities. Guess which ships are not typically used by tactical captains and have few tactical boff options?
Considering a correctly setup ship can have somewhere between 3.3 to 10k dps with dual launchers alone (without any tactical abilities being used), I reject this premise.
Captain
Join Date: Sep 2012
Posts: 3,184
# 130
02-21-2013, 07:24 AM
Escorts shouldn't be able to tank like a Cruiser. Cruisers shouldn't be able to blast like an Escort. Science ships shouldn't try to do either. All should work well together, but no single type does "it" just like another type.

I'm ok with this equation.
Kathryn S. Beringer - The Dawn Patrol

Solaris build - Veritatum Liquido Cernene
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