Starfleet Veteran
Join Date: Jun 2012
Posts: 96
# 1 Aux to Dampeners broken?
08-12-2012, 03:38 PM
Aux to Dampeners is supposed to provide immunity to "disable." Does that mean it will prevent "Beam Target X" skills from working? (I have been told that it does not, but then if it doesn't, how can it be really said to provide immunity to "disable"? Maybe update the tool-tip to define what "disable" actually means.)

What all counts as "disable"?
Rihannsu
Join Date: Jun 2012
Posts: 1,703
# 2
08-12-2012, 04:27 PM
Good catch the wording doesn't make much sense since Beam Target SUbsystems has a chance to "disable" said subsystem, just like viral matrix or phaser procs.

The immunity from Aux2 Damp has nothing to do with this. It gives you immunity to stuns, from eg. Photonic Shockwave, Bio-Neural Warheads, Tricobalts etc.

It has to be activated before the stun hits you, however, which takes some skill, and a lot of luck.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Republic Veteran
Join Date: Jun 2012
Posts: 122
# 3
08-23-2012, 02:47 PM
It would be nice to see this ability be able to resist tractor beams since it is after all, "Auxiliary to Dampeners"
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,220
# 4
08-23-2012, 03:50 PM
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.

The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Career Officer
Join Date: Jun 2012
Posts: 987
# 5
08-23-2012, 03:55 PM
Quote:
Originally Posted by borticuscryptic View Post
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.

The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.
Does the Subspace rift cause by a High Yield TriCobalt count?
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,220
# 6
08-23-2012, 03:55 PM
Quote:
Originally Posted by atatassault View Post
Does the Subspace rift cause by a High Yield TriCobalt count?
Ahh, yes it does. I'll look up a list shortly.

(edit)
Other space Disable powers:
Magnetometric Overload
Photonic Shockwave Torpedo

That's all.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...

Last edited by borticuscryptic; 08-23-2012 at 04:22 PM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 7
08-24-2012, 07:47 AM
Quote:
Originally Posted by savingj View Post
It would be nice to see this ability be able to resist tractor beams since it is after all, "Auxiliary to Dampeners"
Quote:
Originally Posted by borticuscryptic View Post
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.

The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.

Hi Bort,

Would you be able to give us some input on what savingj posted?

It's always seemed odd that tractor beams are designed to be slightly weaker against Cruisers - and yet overall Cruisers are generally more susceptible to them as they have less places to stick much needed counters (APO & Polarize Hull).

Aux to ID seems like it should do that and, but in fact does not.

It would be great if there were a tractor break available in engineering.

On top of this, the Inertial Damps skill provides a negligible benefit against tractor beams to justify it's cost based on placement in the skills tiers.
Captain
Join Date: Jun 2012
Posts: 1,475
# 8
08-24-2012, 11:49 AM
Quote:
Originally Posted by ussultimatum View Post
Hi Bort,

Would you be able to give us some input on what savingj posted?

It's always seemed odd that tractor beams are designed to be slightly weaker against Cruisers - and yet overall Cruisers are generally more susceptible to them as they have less places to stick much needed counters (APO & Polarize Hull).

Aux to ID seems like it should do that and, but in fact does not.

It would be great if there were a tractor break available in engineering.

On top of this, the Inertial Damps skill provides a negligible benefit against tractor beams to justify it's cost based on placement in the skills tiers.
Regarding the Inertial Damps skill there was a time 3 points in this basically made one immune to TBs. This meant zero slots needed to be spent on counters. Still, I think it would be ok if it was more effective vs NPC TBs, eg pets, than player boff slotted skills.

The ability was meant to be more of a movement buff, phys resistance, and stun immunity. If you add in TB immunity you'd probably have to take one of the other attributes away. Personally I like the uniqueness of the skill as it is.

Fyi, there are other ways to deal w/TBs than PH and APO.

http://sto-forum.perfectworld.com/sh...1&postcount=21

The link shows some ways I mentioned in another thread.
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