Lt. Commander
Join Date: Dec 2007
Posts: 120
# 461
01-21-2011, 11:15 AM
Quote:
Originally Posted by KamikazKid
Why is this LORE's fault? They caught TSI showing off with an exploit, and reported their cheating butts. You should be thanking them for making it known so it gets changed to better balance the game.
What exactly is "TSI"?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 462
01-21-2011, 11:22 AM
Quote:
Originally Posted by Mavairo
sorry bout that I meant +15 weapons, (or +20 to weapons... that would be nice) with +5 to engines (if not +20 to weapons)

Sci should have +15 aux, and +5 to either engines or weapons and so forth.
if anything, Escorts and sci ships should have their power bonus REDUCED to a total of plus ten. that way the expanded warp core of cruisers is more obvious. but if you were to bring the escorts and sci vessels up to a +20 total, then why would anyone play a cruiser? their "big advantage" with their warp core is gone. and they sure and heck not gonna boost cruisers to a +25 (or even worse... a +30)

to counter act the movement buff to the escorts, they should have +5 go from their weapons to their engines.

SO you have

ESC +10 weaps, +5 ENGS
SCI +15 aux
CRZ +10 sheilds, +5 aux, +5 weapons

that would balance the game more with these proposed changes than giving escorts and sciences vessels and aditional +5
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 463
01-21-2011, 11:23 AM
Quote:
Originally Posted by AZSteel
What exactly is "TSI"?
They are a powerful PVP fleet
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 464 escort changes are odd
01-21-2011, 12:28 PM
For an escort running 25 engines it should be good, the aegis set seems to work that way with them too. But escort's are supposed to get their defense from speed so this is counterintuitive to me.

By the way, snix is following a different thread now so this is us talking to each other. The new thread is at:
http://forums.startrekonline.com/sho...d.php?t=198042

The current changes on Tribble don't really address all the issues as I see them. Some escorts see an actual decrease in defense, some with aegis see an increase. Sensor analysis is a small buff to offense but is not the problem for pvp; the Intrepid's ablative armor and sci ship's shield tanking seems to be the issue; after all right now they don't have sensor analysis on Holodeck and people already thought the Intrepid was OP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 465
01-21-2011, 02:13 PM
Quote:
Originally Posted by KamikazKid
Why is this LORE's fault? They caught TSI showing off with an exploit, and reported their cheating butts. You should be thanking them for making it known so it gets changed to better balance the game.
I believe he was refering to the fact that LORE posted it for ALL to see instead of presenting all the evidence to the Devs. Now, everyone who didn't know about it does. As a result, you will see a resultant increase it's use. Moreover, it will make a mediocre player think they are better than they really are and, when the change takes place, we'll hear more crying about it.

Quote:
Originally Posted by AZSteel
What exactly is "TSI"?
TSI = The Spanish Inquisition - a notable and formidable opponent. When you see them on the other side ... fight the good fight, but prepare yourself for 15/0.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 466
01-21-2011, 02:21 PM
Quote:
Originally Posted by tranceaddict View Post
TSI = The Spanish Inquisition - a notable and formidable opponent. When you see them on the other side ... fight the good fight, but prepare yourself for 15/0.
LOL!

They have to catch me first! I've gotten good at punching and running in PvP!

Emphasis on the running part....

For me, I have my own criteria for a "win" in PvP.

To be "killed" no more than once per PvP session.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 467
01-21-2011, 04:28 PM
Interesting stuff I look forward in testing it out. Keep up the good work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 468
01-21-2011, 04:55 PM
After playing a few matches, I'd suggested the following:
  • Tric/SubN/PSW shouldn't chain stun so much.
    • Keep the 10s stun time on Tric.
    • However, I'd recommend upping affected player's resistance from 15s to 20-25s; 5s to react when other stuns can fill that void mean teams can chain stun. Not fun.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 469
01-21-2011, 11:38 PM
Snix,

I know has been brought up many times before, but it it would be possible to get Cannon: Scatter Volley shifted to an ensign slot as well?

The rationale for C:SV at ensign is that Beam: Fire at Will is there already, and the ensign slots are sorely in need of a cannon ability especially now that we have a light escort in tier 0/1. C:SV would be along the same vein as FAW, so it seems (at least to me) a good fit.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 470
01-22-2011, 12:01 AM
Quote:
Originally Posted by snix View Post
The shield damage resistance values are multiplicative. They are scalers that multiply against the incoming damage.

For example. An ability that grants a 25% shield damage resistance is actually multiplying the damage by .75. On its own, this will result in a 25% damage reduction.

When more than one shield damage resistance ability is being applied, the scalers are multiplied. Two abilities that grant a listed 25% shield damage resistance would actually look like this:

.75 * .75 = .5625 * incoming damage (or an approx. 44% damage resistance).

It is not ideal and unfortunately different from the hull damage resistance calculation. It has everything to do with how hull and shields are handled in our system.

-snix
snix, please apply the gravity well fix to tyken's rift - it makes no sense that when the target of the Rift dies, the Rift itself dies, the same logic has been applied to gravity well, so can you do the same for Rift?
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