Career Officer
Join Date: Jun 2012
Posts: 223
# 1 Target Subsystems
02-17-2013, 03:44 PM
Target Subsystems boff abilities need to be added to cannons as well as beams. I mean, does it really have to matter what type of energy weapon is attacking a subsystem to affect it? After all, it doesn't matter which phaser weapon you use in space, it still has a 2.5% chance to take a subsystem offline and that includes if you use cannons.

I seem to remember at one point it was an option just as long as it was energy weapons but then it was removed from cannons.

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Lt. Commander
Join Date: Jun 2012
Posts: 163
# 2
02-17-2013, 03:48 PM
Nevermind.

500 years in the future and we still look like schmucks when getting our ID photos taken...
Captain
Join Date: Jun 2012
Posts: 1,486
# 3
02-17-2013, 04:07 PM
And when will we be adding Beam: Rapid Fire and Beam: Scatter Volley? Or did you want to make beams have even less purpose than the sliver they cling to?
Lieutenant
Join Date: Oct 2012
Posts: 46
# 4
02-17-2013, 04:16 PM
Why is it that everyone wants to make cannons even more powerful? Beams have their purposes, cannons have theirs. That's like saying DHC get a 10% crit damage bonus just for being DHC, so my Dual Beam Banks should have that too. Abilities that make weapons different = good for diversifying builds. If you want your escort to have subsystem targeting or Beam Overload, just put 1 DBB on the front.
Career Officer
Join Date: Jun 2012
Posts: 223
# 5
02-17-2013, 04:25 PM
Quote:
Originally Posted by momaw View Post
And when will we be adding Beam: Rapid Fire and Beam: Scatter Volley? Or did you want to make beams have even less purpose than the sliver they cling to?
I hope they do! But you already have "Fire at will" which is essentially scatter volley for beams. You have beam overload (like our cannon rapid fire) which can do more damage in one shot than my cannons can in one shot... Those abilities are the very similar. But what's my similarity when using cannons when it comes to a target subsystem? I have none.

This isn't about DPS, its about a technicality. Targeting a subsystem should not be dependent upon the type of weapon used, only the fact that it is an energy weapon.

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Last edited by blznfun; 02-17-2013 at 04:27 PM.
Career Officer
Join Date: Jun 2012
Posts: 223
# 6
02-17-2013, 04:33 PM
If this is truly the way people feel on this, then I believe "Target Subsystem" abilities should be moved to Sci Boff slots, since all dedicated original sci ships come with the ability built into the ship itself...

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Lieutenant
Join Date: Feb 2013
Posts: 62
# 7
02-17-2013, 05:37 PM
Quote:
Originally Posted by momaw View Post
And when will we be adding Beam: Rapid Fire and Beam: Scatter Volley?
That's not a very nice way to think about it.

First off, We already have a scatter volley for the beams, It's called fire at will.

Second, Hes not asking to make every beam BoFF for cannons, Hes making a logical suggestion about how cannons should be able to target subsystems too.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 8
02-17-2013, 05:55 PM
At the same time with the subsystem targeting the tool tip SAYS there is a 20% chance to knock a system offline...in all the times I've used it I have never noticed when a subsystem goes off line due to how hard it is to tell if its just drained or offline....as it says offline on the target either way...that and the offline time is garbage (less than TWO seconds on NPCs) when it should be a heck of alot longer. (currently with 4 points in Subspace decompiler it stand at a 20%chance to knock a system offline for 12.4 seconds....yet its 1/10th of that...which is the equivalent of shooting a player...Love beams though...DC and DHC should be for escorts only Beams and single cannons for Eng/Sci.

I use Polarized Tetryon for the 10% shield drain chance...running 4 of those while broadsiding ships drains all shields quite often hehe. ONCE in the past two days of using the subsystem targeting built into the ship has it disabled a subsystem...which just happened to been engines on a Galor class....which was stationary for about 4 seconds before taking off again.....right before i hit it with a tractor beam and grav well

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Captain
Join Date: Nov 2012
Posts: 3,466
# 9
02-17-2013, 06:02 PM
Quote:
Originally Posted by momaw View Post
And when will we be adding Beam: Rapid Fire and Beam: Scatter Volley?
Just as soon as Cannon: Overload and Cannon: Fire At Will are added.

I do actually mean that, having all four functionalities for both weapon types is very much needed.
Captain
Join Date: Jun 2012
Posts: 1,486
# 10
02-17-2013, 06:14 PM
Quote:
Originally Posted by blznfun View Post
But you already have "Fire at will" which is essentially scatter volley for beams.
... No, it isn't. Fire At Will targets anything your beams can hit, which is a HUGE area of space for arrays, and even with dual beams it's twice as wide a con as Scatter Volley. This equates to more targets affected, which means less damage per target. Scatter Volley can carve a corridor through a cloud of enemies, Fire At Will just pokes them all with a stick.

There's also the problem of Fire At Will amplifying the already crippling power drain of beams. Scatter Volley and Rapid Fire barely touch my power levels.

Quote:
You have beam overload (like our cannon rapid fire) which can do more damage in one shot than my cannons can in one shot.
And then your power level is drained which means that beam overload doesn't actually increase your damage. It just changes a series of moderate damage pulses into a single huge damage pulse followed by some stick-poking as your weapon power recovers. Both Rapid and Scatter greatly amplify total damage output.

Quote:
This isn't about DPS, its about a technicality. Targeting a subsystem should not be dependent upon the type of weapon used, only the fact that it is an energy weapon.
And I'm saying, if you want all energy weapons to have the same performance, then they need to all have the same performance. Beams are crappy. Giving them subtarget potential gives them a trick that cannons can't match. It creates a reason to use beams.

Quote:
Originally Posted by blznfun View Post
If this is truly the way people feel on this, then I believe "Target Subsystem" abilities should be moved to Sci Boff slots, since all dedicated original sci ships come with the ability built into the ship itself...
So you would be willing to spend a lieutenant-level boff slot on a subtarget ability? Have you seen what they actually do? Are you aware that the magnitude of the power drain is based on your Flow Capacitors skill, which non-science ships generally have little interest in maxing out?
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