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Rock, paper, scissors?
During one of the (many) debates (arguments) that are here in this forum about two specific crowd control abilities (Viral Matrix, SubNucleonic Beam), someone brought up the phrase "rock, paper, scissors."
This got me to wondering, why is Science Team slated to remove VM (a science BOff skill) in an upcoming patch? If it is a "rock, paper, scissors" system that Cryptic is seeking, then should not a skill from one BOff branch counter abilities from another? For instance: Engineering teams counter Science debuffs, Science Teams counter Tactical debuffs, Tactical Teams counter Engineering debuffs. The various "Team" skills aren't necessarily the appropriate counter for everything, but I think you understand the overall idea I'm getting at. Just a random thought... |
I guess if you think of it in RL terms:
Who is better to deal with hackers? Thugs or other Hackers. Basically they counter their own branch because they are best trained and equipped to do so? |
STO doesn't have an intransitive balance model anyways. There isn't even any kind of counter to most of the abilities. Only the really drastic ones like Viral Matrix have a counter at all. Try to counter something like feedback pulse or reverse shield polarity. Not going to happen...
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E-war type effects always create emo posts from ppl claiming they need removing ect, not that they do not need adjusting but removing them s just absurd.
Look at the examples given to justify the removal, all of them have actually never been experianced apart from on paper....the 5 maxed science ship example while theoretically possable actually needs all the victim ships to be slower on the draw, all in range of whitch ever science ship assigned to jam it up as well as pretty much sitting stationary. I agree there need to be available counters and the cooldown/stacking issue needs looking at but removal is a stupid option asked for by ppl looking for summat to blame fo there own incompetance and if it ever is removed the same ppl will be starting new threads about whatever the next thing is they need to blame for losing. |
Personally I think all abilities should have immunities equal to twice the intended duration that is applied when the original ability is. IE if VM lasts 20 seconds then you get a 40 second immunity timer. If it runs the full 20 then you have another 20 secs of immunity. If removed immediately you have 39 seconds of immunity. This way it keeps the abilities useful while not making them overly powerful.
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Incidentally, medical team already removed VM, but currently someone else has to apply it to you.
The change is that you can use Medical Team on yourself while held, thus you can cure yourself. |
All the snare/rooty/hold skills definately need some kind of immunity after use even if its small and certainly should not be stackable on the same person.
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cannons(feedback dosnt work on em) and energy modulation(shoots through shields) respectively almost everything in this game has a counter if you understand the game mechanics sci team counters vm but only after vm is applied the counter to escorts is cruisers and the counters to cruisers is sci ships and the counter to sci ships is escorts ect it just deepends on how you view the game and the word "counter" |
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this has been acknowledged by the devs and going to be dealt with at some point supposedly |
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