Ensign
Join Date: Jul 2012
Posts: 6
# 61
08-06-2012, 11:45 AM
thanks mehen i really appreciate the timing of your response
Captain
Join Date: Jun 2012
Posts: 568
# 62
08-09-2012, 04:40 PM
Quote:
Originally Posted by Archived Post View Post
PSW3
Just a quick heads up folks - Changes Incoming to PSW3

It's not going to cripple this build, but it's going to make taking GW3 instead of PSW3 a bit more attractive.

--------------------

Also, I've had a lot of fun lately adapting a variation of this build onto an Orb Weaver.

DOFF setup is 2x Projectile Weapon DOFFs, 2x Technician DOFFs, 1x Optional (Gravimetric/Shield Distribution/Warfare). Weapons are: 2x Quantum + 1x DBB Disruptor Fore, 3x Disruptor Turrets Rear. The 2nd Sci officer has TSS2, GW1 and PSW3, and I've an identical 3rd Sci with Tyken's Rift 3 instead. It's proven pretty decent for Fleet Missions.

[ <<<--- @Maelwys --->>> ]
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 63
08-09-2012, 05:07 PM
I really, really, REALLY hope they're just joking. PSWIII is practically the only good damage dealer available to science ships, and even then it relies completely on shields being down. They're nerfing something that doesn't need it...if anything, science skills in general need a boost in efficacy. Maybe Viral Matrix will make a comeback with this, but it simply relegates science ships to support instead of allowing them to deal damage (save, perhaps, Cygone's base Intrepid, but that doesn't work for the Nebula).

If I read the skill point effects chart right, and his remark that the bonus was applied twice, then the nerf could put PSWIII's base damage down from 7k to less than 4k. At this point, considering the woeful disable effect, there will be no reason to run PSWIII for damage. Honestly, if they put through this change, I'll probably quit on the spot. Tired of Cryptic being completely oblivious as to how they should balance the science/cruiser/escort trinity, and wind up trying to dumb everything down to dps/tanking until science is irrelevant.
Captain
Join Date: Jun 2012
Posts: 568
# 64
08-10-2012, 12:38 AM
Quote:
Originally Posted by mehen View Post
If I read the skill point effects chart right, and his remark that the bonus was applied twice, then the nerf could put PSWIII's base damage down from 7k to less than 4k.
If you look at the chart under Particle Generators for PSW3 you can see it's getting nearly a 200% boost from skills - I'd be very surprised if the change didn't go live in order to fix this "being affected by skills too much" issue, but I suspect we'd stand a comparatively good chance of being able to convince the Devs to raise the base damage of PSW (in order to bring it up to similar damage levels that we're used to seeing) providing that we can prove it's not broken/overpowered at that level of damage.

[ <<<--- @Maelwys --->>> ]
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 65
08-10-2012, 08:12 AM
Oh, I agree that is was bugged, but in a way that actually balanced it, lol. Its base damage, on all levels needs a bump. I'm an engi with 3x particle gen mk xii rares, particle gens maxed, and my PSWIII damage is around 15k I believe around DS9. This makes for a general hit of ~14k, which is just a couple thousand above my photon torpedo crits. Considering I can crit with a torpedo much more often than I can use my PSWIII, and I need to be w/in 3km as opposed to 10km...its base damage definitely requires a boost to keep its damage on-par with other kinetic damage options.

Last edited by mehen; 08-10-2012 at 08:14 AM.
Captain
Join Date: Jun 2012
Posts: 568
# 66
08-16-2012, 03:37 AM
And so it begins...

(And so does the outcry!)

[ <<<--- @Maelwys --->>> ]
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 67
08-16-2012, 08:08 AM
Yeah, I saw the notes.

It's pretty pathetic of the devs to not only fix something that was balanced and thus didn't require the "fix", but then to turn around and say they'll have a hard time finding time to budget towards rebalancing the skill. As a game designer, you don't push something live that will unbalance an otherwise balanced ability just because you're too lazy to fill in a few more lines of code. Thank heavens for a certain game coming out late next week...
Ensign
Join Date: Feb 2013
Posts: 3
# 68
02-09-2013, 12:50 AM
OK, as a big fan of the Nebula I'm struggling to get it up to par. Of course I drink deep at this build but I fear that many patches have occurred in the interim.

Is there still valid builds for the Nebula? My gear is blue/purple XI/XII and I'm being an embarrassment on Elite STFs. For all of its hardiness I die very quickly and watch my firepower be constantly outperformed.

Perhaps it's just me, but I don't want to have to fly the same damn ship as everyone else just because it's the only thing viable in the metagame.
Captain
Join Date: Jul 2012
Posts: 2,192
# 69
02-09-2013, 12:53 AM
Nebula is now inferior ship to vesta's and trash box ships. Not many flying around.
Captain
Join Date: Jun 2012
Posts: 3,029
# 70
02-09-2013, 01:20 AM
Could make a pretty rugged crowd-control/healer ship out of it. Get a fleet version and make it even more durable. I can certainly appreciate wanting to use it as an old friend and for stylistic tastes, have something different thats still capable. But unfortunately the Vesta can do everything the Nebula can do, plus more universal slots, spitting out fighters, mounting cannons, and turning half again as well. They really overkilled with how capable the Vesta is.

As for having trouble in STFs, start a seperate thread, post your build and boff layout. 11-blue gear should be able to rock an ESTF just fine, but it depends on your setup. Its not a gunship and science ate the nerf bat hard, but the Nebula isn't out of tricks just yet.
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