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-   -   Change Aceton Assimilator Cooldown to 5 minutes AND require an Ordinance (http://sto-forum.perfectworld.com/showthread.php?t=596431)

seraphantilles 03-27-2013 01:37 AM

Change Aceton Assimilator Cooldown to 5 minutes AND require an Ordinance
 
Aceton Assimilator is far more powerful than any torpedo or phaser platform that you can rez, yet it has a much shorter cooldown (only 45 seconds!) and doesn't even require an ordinance to use. This is ridiculous. It costs literally nothing for a player to use.

This is the worst kind of BS spam I've ever seen any any game. I can't believe it's still in its current vastly OP'd form in the game, still being abused by people.

Why hasn't this been addressed yet?

Make the cooldown 5 minutes or change its hit points to 1/10th of the current.

cynder2012 03-27-2013 01:46 AM

so unless stats were changed recently this is the page

http://www.stowiki.org/Console_-_Uni...on_Assimilator

easily destroyed by torpedoes or the Omega Weapon Amplifier passive (if chosen) when it procs

edit: oh..now i see what you mean...i would rather see the CD on turret devices reduced to 2 mins per rather than 5 mins due to how quickly they are destroyed.

patrickngo 03-27-2013 02:25 AM

or shorten the lifespan of an AA to 50 seconds-thus a player could theoretically drop them, but they'd run out if they weren't destroyed at a rate that sets the max number that can be deployed, and requires them to BE deployed every 45 seconds to keep the effect going, and have it be one of those things that break cloak when it pulses-at a lifespan of 50 seconds, you only ever get a 5 second window where there can be two, and after a couple of minutes, unless the next one is deployed, the area is cleared (means that if the ship dropping them gets dropped, and res's far enough away, the area's temporarily to permanently cleared.)

by 'breaks cloak" I mean for EVERYONE in range of the pulse, both sides, all sides, everybody-you don't want to be too close while cloaked, or you lose your cover-of course, the best suggestion I've ever seen for changing the AA would be to make it incapable of IFF-it hits ANY ship in range, not just enemy ships. (which would also be consistent with the device as portrayed on Television...)

Of course, while we're at it, we can shorten the lifespan of hangar pets-by a similar amount, only 5 seconds SHORTER than the cooldown, which would mean for ships with multiple bays, that the launches have to be staggered and kept up or you run out of fighters/Danubes, with only a narrow window where you have the maximum number out...

and hell, let's add some nerf here....is this getting ridiculous yet? for some of you, you're nodding at this question while others aren't.

AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.

They don't NEED TO BE NERFED. geez...

aquitaine985 03-27-2013 02:41 AM

One AA isnt a problem, a teams worth clustered around you is something elee.

I like the idea of them being in a weapon slot, it might cut down on BOPS & Raptors crapping them out

antoniosalieri 03-27-2013 02:47 AM

Carry some torpedos and stop complaining...

Cryptic should take 1 forward wepaons slot on every ship and turn it into a dedicated torpedo slot. lol

Seriously the lack of torps fed side is a joke... I hope the aceton ends up in the next lockbox to wake you silly people up.

thegrimcorsair 03-27-2013 02:49 AM

Only change worth making to 'em is to make it so their non-damage drain effect doesn't auto-kill heavy torps and mines.

If they're drains stack, that probably ought to be addressed, too.

borgresearcher 03-27-2013 03:05 AM

Quote:

Originally Posted by patrickngo (Post 8837131)
or shorten the lifespan of an AA to 50 seconds-thus a player could theoretically drop them, but they'd run out if they weren't destroyed at a rate that sets the max number that can be deployed, and requires them to BE deployed every 45 seconds to keep the effect going, and have it be one of those things that break cloak when it pulses-at a lifespan of 50 seconds, you only ever get a 5 second window where there can be two, and after a couple of minutes, unless the next one is deployed, the area is cleared (means that if the ship dropping them gets dropped, and res's far enough away, the area's temporarily to permanently cleared.)

by 'breaks cloak" I mean for EVERYONE in range of the pulse, both sides, all sides, everybody-you don't want to be too close while cloaked, or you lose your cover-of course, the best suggestion I've ever seen for changing the AA would be to make it incapable of IFF-it hits ANY ship in range, not just enemy ships. (which would also be consistent with the device as portrayed on Television...)

Of course, while we're at it, we can shorten the lifespan of hangar pets-by a similar amount, only 5 seconds SHORTER than the cooldown, which would mean for ships with multiple bays, that the launches have to be staggered and kept up or you run out of fighters/Danubes, with only a narrow window where you have the maximum number out...

and hell, let's add some nerf here....is this getting ridiculous yet? for some of you, you're nodding at this question while others aren't.

AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.

They don't NEED TO BE NERFED. geez...

yes they do, try to do a torpedo boat and we will talk.



Quote:

Only change worth making to 'em is to make it so their non-damage drain effect doesn't auto-kill heavy torps and mines.
agree with that, id like to see its cooldown and drain increased but without its capability to clear every single heavy torpedo or mine

mustafatennick 03-27-2013 03:54 AM

Wow of all the things that are broken In sto there's a thread on this

Something that unless Freddie's are spamming bfaw doesn't really do much

The drain is minimal unless mixed with ES siphon drones and polarons(a dedicated build in other words)

I actually saw a team of cruisers in Kerrat focus fire a set of them with beams now that was hilarious

Torps mines kcb flying away :O few of the many ways to combat or just stop spamming bfaw

borgresearcher 03-27-2013 04:00 AM

yes, its main job is broken, it doesn't drain a thing
but at the other hand, it is broken because it clears every single heavy torpedo and mine and it has an insane cd, someone with some zen can get a console that ruins 30% of the builds in the game

cidstorm 03-27-2013 05:04 AM

They are really annoying.


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