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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 11
07-02-2013, 07:09 AM
Quote:
Originally Posted by sophlogimo View Post
Uh, how is it an "issue"?
You're confused as to how one weapon type ignoring game mechanics is an issue?

I'm sure you'll be here ranting when there is some bug benefiting cannons.


Quote:
Originally Posted by saxfire View Post
beam overload is still bugged and doesn't benefit from your accuracy
Do you have combat parsings you can post to show this sax?

We've tested this, repeatedly and extensively, and all of the parsings have come out with BO ACC working as expected.

That's not to say something isn't borked again, since it happens every couple of months - but if you have recent logs that you could show this is the case it would save me more time testing this...yet again.

Rihannsu
Join Date: Sep 2012
Posts: 587
# 12
07-02-2013, 07:17 AM
Quote:
Originally Posted by ussultimatum View Post

Do you have combat parsings you can post to show this sax?

We've tested this, repeatedly and extensively, and all of the parsings have come out with BO ACC working as expected.
No, I dont have any proof of it, or never been concerned about it by myself, it's just one of the rumors and stuff people complain about, I guess it's like the fake issue that galaxy lance never hits anything.

This has nothing to do with this but guramba lance seems to miss all hits against gates on STFs, stationary big targets I know..
Torpedo spread having 100% hit chance.. I don't even know if acc overflow works with torp spread. I use accx3 Q torps.
The beam power overcapping..
I don't know what to believe if beam overload is actually working properly.

Nothing works properly and all these differences are making it balanced?
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Rihannsu
Join Date: Jun 2012
Posts: 1,731
# 13
07-02-2013, 07:21 AM
Quote:
Originally Posted by voxlagind View Post
Well, most long time players remember when PvP was all beams, all FAW meat grinder. While it isn't overrunning PvP right now, there are a few premade groups who have already started doing it to great success.

Stack 5 ships with full beams, FAW, 2-3 EPS consoles, and overcap using EPtW, A2B, leech, batteries, etc... it is near impossible to deal with unless your team has 4 healers.

If cannons could overcap, there would be outrage.
wow this is grand. Other long time players remember the height of sci ship rules, or escorts online "got DHC or get out."

I m happy with my beams, although i decided to fly a beam boat again before any of the LoR stuff made it to holo.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Captain
Join Date: Jan 2013
Posts: 669
# 14
07-02-2013, 07:33 AM
Quote:
Originally Posted by voxlagind View Post
Beams are currently benefitting from being overcapped in weapon power. Past 125, they continue to stack at 2% extra damage per point. Past 125, EPS consoles also have been found to affect power return to weapon power (which it doesn't do below 125).

As such, PvEers have been pushing beam builds to 20k+ dps, well past what cannon builds can touch. This is primarily why we are seeing more "meatgrinder" builds in PvP, as many have figured this out.

It isn't a FAW issue, it's a beam issue.
So I run a Fleet Excelsior Beam boat with 7 beams and a wide angle Torp. I have all Reps (even Nukera) at Tier 5. I can also respec if needed. I run max wep power with all the Crit consoles. I have skilled 6 levels in most of my skill tree, didnt go into the red so I can spread skills out more. I believe I have the overcharged warp core that adds to Wep power from Aux. But what do you reccomend too get Wep power above 125? I have some XII purple EPS consoles (3 I think) and I know there is some Rep passives that add to it also. I think I have my rep passives set up to boost shields not wep.

Last edited by redsnake721; 07-02-2013 at 07:35 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 15
07-02-2013, 07:38 AM
Quote:
Originally Posted by saxfire View Post
No, I dont have any proof of it, or never been concerned about it by myself, it's just one of the rumors and stuff people complain about, I guess it's like the fake issue that galaxy lance never hits anything.
Actually I heard a rumor that the Gal Lance is hitting things!

I'm NOT going to be testing it though, not with a 3 minute cooldown.

I can tell you that within the past 4 months, all versions of BO were working correctly in testing and arena logs back up the to hit rate %.


It's possible people are repeating the old rumor, its possible something is broken again and it's possible that the new Crippling Fire trait has people missing a bit more than normal (even worse if they weren't using ACCx3 to begin with).


Quote:
Originally Posted by saxfire View Post
Nothing works properly and all these differences are making it balanced?
Balance by omnishambles?

Commander
Join Date: Dec 2012
Posts: 405
# 16
07-02-2013, 08:13 AM
Quote:
Originally Posted by saxfire View Post
Slowly people start to wake their eyes up, beams were never buffed, other than faw was being fixed, beam overload is still bugged and doesn't benefit from your accuracy
Its not a matter of me waking up to beams actually being powerful. What I am saying is nothing in the build or gear on that toon changed from 5 months ago to now, and it went from making my friend's shields flicker a bit, to completely devastating. The SAME target with the same build and the same (some improved from blues to purples).

No extra variables, just 4k away, park, and broadside for a few minutes, while he hits his heals.

Nothing changed except that he actually has to heal himself now.

I'm not trying to be rude or anything, I am just trying to find something to account for this.

If it truly is the weapon overcap thing, then that explains it I suppose. Its just hard to believe that it made THAT much of a difference.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
07-02-2013, 08:28 AM
Quote:
Originally Posted by cha0s1428 View Post
Its not a matter of me waking up to beams actually being powerful. What I am saying is nothing in the build or gear on that toon changed from 5 months ago to now, and it went from making my friend's shields flicker a bit, to completely devastating. The SAME target with the same build and the same (some improved from blues to purples).

No extra variables, just 4k away, park, and broadside for a few minutes, while he hits his heals.

Nothing changed except that he actually has to heal himself now.

I'm not trying to be rude or anything, I am just trying to find something to account for this.

If it truly is the weapon overcap thing, then that explains it I suppose. Its just hard to believe that it made THAT much of a difference.
I can't answer exactly on what is happening here.

However there are 2 cases put forward:

1) That Beams are actually benefiting from 150 weapon power adjustment to damage.

This means if you have 150 vs. 125 you are seeing a +50% (+2% per point) damage boost. Or, in other words, it's like having attack pattern alpha running all of the time.

If this was the case it should be visible on the tooltip, but not necessarily.

2) Over-capping is cushioning the drain.

This is similar to the above, depending on how much your beams typically drain.

So if they are being cushioned by a 150 cap, then when they drop from drain they are higher than they would be if you only ran 125.

This is similar to the above in that the power difference between the two would result in a direct damage boost.



Honestly though, I'm just speculating here.

The only way to know for sure is testing.

As much as I'd love to do it myself, I won't really have the ability to do so until August.

Maybe someone else will.

Captain
Join Date: Nov 2012
Posts: 3,477
# 18
07-02-2013, 08:35 AM
Don't forget that EPtW now has it's energy weapon damage bonus for its full duration now as well. Five months ago that wasn't the case.
Commander
Join Date: Dec 2012
Posts: 405
# 19
07-02-2013, 08:35 AM
Yeah I'll have to do some more testing on this with some lower power settings just to get some data.

Thanks for the info guys. Ill report if I find anything significant.

Quote:
Originally Posted by stirling191 View Post
Don't forget that EPtW now has it's energy weapon damage bonus for its full duration now as well. Five months ago that wasn't the case.
Yeah, I mentioned that, and that I found it hard to imagine that 10% would have that drastic of an effect. I'm not saying its not possible, but at first glance, it would seem odd.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 20
07-02-2013, 08:38 AM
Quote:
Originally Posted by stirling191 View Post
Don't forget that EPtW now has it's energy weapon damage bonus for its full duration now as well. Five months ago that wasn't the case.

True.

However, I'm not convinced that +10% flat damage bonus is enough to cover the case presented by the OP.

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