Starfleet Veteran
Join Date: Sep 2012
Posts: 1,136
Are graviton generators working as intended?

Did a test with a friend a few weeks back. Took him into a pvp dual and tested the effect of graviton generator consoles on him.

With 5 Very rare mk XI consoles my gravity well 3 couldn't pull him at all, and without any very rare mk XI consoles my tractor beam held him fast.

No he wasn't using any abilities. we weren't actually pvping, just testing. Seems like graviton generator consoles are currently pointless.

No grate revelation mind you, every science skill except flow capacitors seems pretty pointless these days but shouldn't there be at least some noticeable difference between a full rack of very rare mk XI consoles and non at all?
Join Date: Jun 2012
Posts: 4,732
# 2
09-11-2013, 05:00 AM
See for GW2 and 3 as well as TR upcomming fixes.
Career Officer
Join Date: Sep 2012
Posts: 3,023
# 3
09-11-2013, 07:25 PM
Originally Posted by jheinig View Post
I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.
The problem is with gravity well, not the graviton generators skill. They are working on fixing it.

Edit: Yay I made 1k posts
I use to be with it. But I don't remember what "it" was. Now what I'm with isn't it, and what's it seems weird and scary to me.

Last edited by monkeybone13; 09-11-2013 at 07:27 PM.

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

All times are GMT -7. The time now is 12:39 PM.