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Сообщить о проблеме с переводом
You could partially solve the turn rate issue with a couple + turn rate consoles (or perhaps a Conductive RCS [Turn])... but WHY???? , since all your weapons are locked out, the only thing you'd have to worry about are directional BOFF skills like Tachyon Beam....
The closest analogue to this that I can think of, that's already in game (and it's not that close), is the Intrepid's Ablative Generator console, and I can't even remember the last time I saw a build that included it. (That one, for those not in the know, has an activation time limit, and while active it massively boosts your damage resistance in exchange for locking out all of your energy (but not projectile) weapons and disabling your shields... which sounds good for a torpedo or science/torpedo build, but the lack of a passive, the time limit, and the long cooldown are turnoffs).
So you put a paper-back book cover around a single page of paper, and then assume that it'll help, but then take away the one advantage that a science ship had, and that's it's shields.
That said, it was designed during a time when the Borg were the biggest baddest thing out there, and shield drains were devastating because you didn't have traits and passives and the like that hardened your shields. So it's use was when you were facing the borg and they drained your shields, you could use it as a "oh ♥♥♥♥" button and it would help. The other problem was, while back in those days there weren't a huge prolific amount of consoles that were useful as there is today, there were enough that you had to really wonder if using it and taking up a console space for an "oh ♥♥♥♥" button was worth losing out on another console.
The jelly console is something similar. Now we have consoles that quite honestly people are trying to figure out ways to squeeze more console slots in, and are having to trade them out more regularly. Having a gimmick console is just bad building.
The console is locked to the Cnidarian Defender, which doesn't have a commander science or universal seat, so at best it can slot GW1 which has a maximum range of 7km. Even without that limitation, GW has a targeting arc so the limited turning rate of 3 (ouch) would be an issue. 7km is better than 5km, though.
The console won't be useful for missions/TFOs where you need to move around, only for defense... which isn't shocking given that its from the "Cnidarian Defender" ship. Given that the range is 10km, enemies have to enter its radius to attack you - so gathering them would only be an issue if you were trying to keep the console active AND chase enemies down, which is unlikely to be something its good at.
With the damage being electrical it seems most similar to the "electrified anomalies" trait's effect. If it copies that, the damage can be boosted by EPG/Exotic, and may well bypass shields. Depending on its base damage (heavy has little meaning) that could be bumped up to be pretty nasty.
We'll have to wait until one of the loons who did the lobi buyout on day 1 posts the actual text from the console on Reddit to be sure.
Add in that very few TFO defenses have only one vector, but generally two or three per target, and that means as a jelly you're only useful for one target, maybe two.
Now if your jelly tentacles also heal friendly NPCs (such as the fore-mentioned Peril satellites) then it may not be so bad, but you're still only really useful half the time.
To make it useful all they'd really need to do it bump down the cool down from 2 minutes to maybe 30 seconds, allowing you to switch, scoot and move, and re-jelly. As it is now, it's too situational to really be bothered with.
Turns out we don't. The summer event is live on Tribble, and I haven't opened my campaign box, so I copied over, took the 1500 lobi, and bought out the Cnidarian Defender in order to see what's what.
Turns out not. The damage is not considered exotic, it is considered an energy weapon that is boosted by +All and +DEW as well as by high weapon power. Exotic has no effect, +beam has no effect, even the radiant console doesn't boost it which is odd. The electrical damage does not bypass shields.
Now, all that said, the damage is pretty profound... around ESD the listed damage was around 24,000+ to up to 5 targets within 10k every second. The healing was well over 5000 to 5 allies every second. In conjunction with Ruin of our Enemies the damage was well over 100,000 per hit by the end of a patrol.
Can be used at the same time as Ba'ul Sentry Mode, but I'm sure that is unintended since to make it happen you have to turn them on in order (Cnidarian first, which gives both a 10 sec cooldown, then Sentry Mode) and makes the purple bubble disappear... but both effects do work together if you do it that way.
The Sentry Mode console does a great job in Peril over Pahvo and it renders you completely immobile as well as having a 2 minute cooldown. Used in the second defense phase you can pretty easily defend an entire station without moving.
The Cnidarian Defense console deals even more damage than the Sentry Mode console does, or seems to, and fires much more quickly. Depending on whether or not the defense satellites and defense points can be healed, it would also keep them afloat with its constant healing. I think even a player with poor equipment could use it to hold down a defense point all on his or her own.
I hadn't looked at the ship stats, didn't realize it wasn't a science ship. ;) Okay so yeah, GW1 not GW3.
Also, remember that GW is not self-targeted (meaning that unlike tractor beam, tractor repulsors, mines, etc.... it does not use the origin ship as its center point).... so even with a 7km or 8km range or whatever, you could use it to reach outside your 10 km radius, if the enemy you target when you cast (as THAT becomes the center point) is near the edge of your range.
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Oh and after reading your writeup... if it can be boosted by DEW.... if you are not already, try using the JHV or Pirate trait BOFFs, as those have weapon-damage boosting stats.
Yes, but what I was envisioning was a stationary defense very close to the defense points - like in Peril the satellites. Days of Doom and SB1 have the starbases, for Borg Disconnected you could set up near the probe spawn point in whichever zone.... or as a stationary OFFENSE in cases where the enemy tends to respawn in one small area (the part of Riposte with the Klingon shuttles.... the respawning patrols... etc.)
Both are very niche, true.
I mean on a cruiser, which is not my forte, I can build a tank that's quite capable of healing itself and its teammates, while dishing out comparable damage and actually being able to move faster than a dead jellyfish in the water.
I mean the right weapons, firing a beam fire-at-will build, while using the right consoles and doffs for AoE heals can do both before hand, and still be able to move. So what's it's purpose?
Then your math is wrong. Keep in mind that when you look at the numbers of your "decent beam weapon build" you're seeing numbers that are flooded with cat1 bonuses and a liberal application of cat2 bonuses, and you're comparing it to the console's mostly base damage numbers since it is electrical and there aren't many cat1 bonuses or cat2 bonuses applied prior to procing various traits, and since that is the case, their effect on those numbers will be more profound than they would be on the beam build.
Similarly, beam weapons fire 4 times per 5 second cycle and they use weapon power when they do it. The more beam weapons you bring to bear on a target the harder it will be to keep that power up, and any accuracy fails mean a reduction in the overall damage. The Cnidarian Defense console fires once per second at 5 targets, with no rest period, meaning it will fire up to 25 times every 5 seconds with perfect accuracy (it never misses that I've seen from logs). To match that number of attacks takes 6.25 beam weapons firing during the 5 second period.
Even if we use 8 beam weapons and bring them all to bear, the chances of each beam weapon having a base damage even approaching the defense console's base damage... even with all its passive cat1 and cat2 bonuses, is very very slim.
The unbuffed Cnidarian Defense console's damage is ~ 16,500. With just passive boosts from things, sitting around ESD with no boff abilities or other procs going, I'm seeing a base damage of 24,890. During a simple run of Terror over Terrh, the console managed to eke out around 150k DPS on its own during the extended battle portion - on its own, not for all abilities going at once... just the console. Ruin of our Enemies had its per-shot damage at around 130,000 by the end.
Other builds will have better mobility, for sure, but I'd fly the Cindarian Defender in missions like Peril over Pahvo any day, and I'm usually flying a decked out Donnie using the Sentry Mode console, destroying 15-20 dreadnoughts by the end of the mission. I wholeheartedly believe a half-decent Jelly build will perform even better.
You could probably boost it to a somewhat decent number. No where near other cruisers, but still enough that you're at a 7-10 on the maneuvering spectrum.
An epiced out Conductive RCS with the [Turn] mod gives +105% turn rate... that alone would get this thing up to being equivalent with a stripped Galaxy.
They don't seem to. In most cases they are unaffected by anything that references "weapons", even "energy weapons", though there are very random exceptions. The only reliable boosts to the damage are +All Damage buffs and +Energy buffs that don't reference weapons, and criticals.