Vaarna_Aarne
Notorious Internet Vandal
We ran some more tests. Conclusion was that the game's balance is FUBAR, and that Klingons have absolutely no grounds for whining ever again, as BoPs can make a far worse gamebreaking build.
Actually I'm built that way for PVE. That's my borg-fighting loadout, the AOE on the torps and cannons was to handle adds from portals and defending the klingon ship and such. Presumably it'd be better for PVP to have higher single target damage abilities. And have high quality non-borg weapons, since all my weapons except the torp are anti-borg.I've talked about this endlessly following my first encounter with MHC's (apparently PvP staple) escort build.
Sorry bro.PPS: And for the record, I was genuinely shocked and butthurt about the Indestructible Escort build. I never encountered such cheese in Champions, and at least there it was fairly easy to spot faggots using exploit builds and flavours of the week (not to mention Cryptic has gone on a rampage in the past two months, fixing every single old balance issue there was).
Two instances of cannon and torpedo powers (either twins or both Scatter Volley II and Rapid Fire II with High Yield II and Spread II) + Attack Pattern Omega III.
Two instances of cannon and torpedo powers (either twins or both Scatter Volley II and Rapid Fire II with High Yield II and Spread II) + Attack Pattern Omega III.
Is it a good idea to take both cannons and torpedos?
I always went with full cannon for both the escorts and the BoPs, but now I wonder.
Torpedoes are not about the shields, they're about the absolutely massive hull damage they inflict when at no or red shields (usual state of anything fighting against an escort). I'd argue that a the constant pressure of triple cannons + turrets and a proton torpedy will provide superior results, and when you account for the immense firepower of the torpedo abilities it becomes a doozy. However, theoretically an escort doesn't need torpedos due to how ridiculously overpowered dual cannons are.Two instances of cannon and torpedo powers (either twins or both Scatter Volley II and Rapid Fire II with High Yield II and Spread II) + Attack Pattern Omega III.
Is it a good idea to take both cannons and torpedos?
I always went with full cannon for both the escorts and the BoPs, but now I wonder.
Some people swear by it but torpedoes do very little damage to shields so you usually waste them by firing them on the first approach, and you lose a weapon slot obviously. I prefer full dual heavy cannons in the front, taking out the shields as quick as possible, then engaging evasive maneuvers, turning around quickly letting my rear torpedo launcher unleash a volley, then turning around for another cannon strike if they're still alive. Or just flying past and letting the torpedoes hit the opposite shield. They still don't have much effect if the shields are up but at least you only sacrifice a turret for the torp launcher and not a cannon.
treave they've been having server problems lately, apparently it's both technical and overpopulation. They are working on it. But if you've had it before, you may wanna check the graphics options, some settings like having too many projected shadows or High Detail Objects can really put a noose on performance.
Torpedoes are not about the shields, they're about the absolutely massive hull damage they inflict when at no or red shields (usual state of anything fighting against an escort). I'd argue that a the constant pressure of triple cannons + turrets and a proton torpedy will provide superior results, and when you account for the immense firepower of the torpedo abilities it becomes a doozy. However, theoretically an escort doesn't need torpedos due to how ridiculously overpowered dual cannons are.Two instances of cannon and torpedo powers (either twins or both Scatter Volley II and Rapid Fire II with High Yield II and Spread II) + Attack Pattern Omega III.
Is it a good idea to take both cannons and torpedos?
I always went with full cannon for both the escorts and the BoPs, but now I wonder.
Some people swear by it but torpedoes do very little damage to shields so you usually waste them by firing them on the first approach, and you lose a weapon slot obviously. I prefer full dual heavy cannons in the front, taking out the shields as quick as possible, then engaging evasive maneuvers, turning around quickly letting my rear torpedo launcher unleash a volley, then turning around for another cannon strike if they're still alive. Or just flying past and letting the torpedoes hit the opposite shield. They still don't have much effect if the shields are up but at least you only sacrifice a turret for the torp launcher and not a cannon.
In terms of abilities, it's no biggie to have both cannons and torpedos, heck escorts can have cannons, torps AND mines without a hint of trouble. There's more than enough ability slots that will fill out the needs.
For me the lag started in April... and never really went away. Turning down graphics has never really helped much. Well, I still keep the two installed and updated though. Compared to their F2P competition Cryptic are still pretty good, server woes notwithstanding.