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Originally Posted by gstamo01
Feedback Pulse shouldn't do any damage. What it should do is effect the weapon power output levels of the vessel(s) being affected by it. The stronger the energy weapon, the bigger the drop in weapon power of the attacking vessel.
Limit the active ability per tier, but not the debuff effect time. This promotes balance in the skill as you won't be able to have two sets of the skill with one always active.
T1 = 5 second
T2 = 10 second
T3 = 15 second
Not only does this give the Science Vessel more survivability, but takes away the attack run punch of a charging escort.
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That's a great idea. I like it. I'm all for removing damage output from science abilities and replacing it with darn good debuffs.
The issue i see with this is that a single weapon battery would counter a tier 3 ability. The power drain would have to be similar to siphon/tyken drain in the aspect that the drained amount remains drained while the ability is active.
For example, have every X amount of damage proc a power level debuff that is PERCENTAGE based...that lasts X seconds. Give it a max of say.. 10 procs. When added up, at tier 3 ability, the power level debuff would be 60% and lasts for 10 seconds each proc.
That way a spike damage burst from an escort hurts does inflict damage on the first few hits but after that the debuff is high enough so that for 10 seconds the escort's damage is crap.
That way the continous damage from NPC ships, player cruisers and sci ships will also be affected. For tanks it is a great ability since it would debuff the target and benefit the entire team not just himself.
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Originally Posted by drkfrontiers
Bravo! cmdrskyfaller Bravo!
In your last post you also went to great lengths telling me how little I know about the game.
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You somehow managed to state two abilities which are clearly different do 'the same thing'. They don't. I said you should look up the information first.
You said, in regard to charged particle burst and SNB:
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SNB - "Subnucleonic Beam stuns the target's bridge crew, removing any currently applied buffs and slowing the recharge time of their abilities and weapon systems"
How is it not the same?
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Its apples and oranges. Stealthsight, stealth and defense rating (NOT resists as Capt Apollo has apparently misunderstood) being debuffed has nothing to do with:
Removing applied debuffs.
If anything a ship with boff-buffed defense rating (aka AP

mega) getting hit by particle burst get the defense rating DECREASED from its buffed state. It does not wipe the ability out.
Though technically, AP:Omega 1 should be
decreased in bonus by CPB:1 and
zeroed out by CPB:2 because it would be fair. A LT CMDR level ability countering a LT cmdr level ability when both, as part of their effects, change defense rating in a % basis.
Slowing the recharge time of their abilities and weapon systems
CPB as proposed does nothing to timers or weapon systems. Unlike the current burst, this will not decloak a ship .. a decrease in stealth , if the stealthed ship happens to be inside the cone, may make it visible while still cloaked to ships with sensor skills and high aux (aka science ships or carriers). That way it does not reset the cloak upon impact but would instead require the player that 'sees' them to take a second or third set of actions to pull the ship out of cloak with another ability or weapon blast.
I'm a B'rel owner and nothing sucks more than the instant decloak ability some stuff out there has. I'd much rather become visible for a little while but remain under cloak status and have the other person actually take the time to target me and do something to me than just click one button.
How are these two abilities the same? I find it illogical.
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Lets do get together sometime. I would love to show you how very little I do know about this game....
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This is childish.
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I am talking about the mechanics of the game.
So under the new system I have Tach.Beam I - III, Beam Target Shields/ Engines/ etc, and the inherit Science Sub System Targeting abilities & Sensor Analysis.
So you would have a SCI ability, yes "buffing" a tactical/ sci Sub System Targeting ability, because they are not on a shared CD but are fulfilling a dual role of subsystem targeting. Or am I missing something.
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That is exactly right. The tachyon beam does interrupt shield balancing and a sci ship can use native subsystem attack on the shield to try and create and opening in the target's defenses.
Remember the duration of each tachyon beam and the boff station they would be available at.
An escort using ensign tier tachyon beam 1 receives the benefit of a relatively weak turn rate debuff and interrupts the shield balancing for about 4 seconds. In 4 seconds the escort's much higher damage output can clean the shield and hit hull.
Do note the duration of the debuff can also be tied to AUX (which is probably a good balancing idea) so a high wep power escort running low aux would disrupt for very short time.
Also of note, tachyon beam is a forward arc ability. Only escorts benefit from forward arc engagements.
Cruisers,Carriers and Science ships would be using tachyon beam mostly in support or as a means to try and secure a torpedo hit to hull ..aka shield on one side of target is weak, point nose to it, lose the firepower from rear arc in the process, fire the tachyon, use forward arc weapons to bring the shield down as the torpedoes race in.
Also remember the ability does not disrupt the victim's ability to heal the shields.. it just wont allow the victim to distribute the shields while the debuff is in effect.
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Old system:
Tach. Beam > Shields
Sub System Targeting > Shields.
= 2x shields modifiers (for simplicity sake)
New System:
Tach. Beam > Shields + Turn Rate + Shield "Disruption"
Sub System Targeting > Shields.
= 2x shield modifiers + turn rate modifier + ability modifier = BUFF
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New system does not drain shields. It only prevents shield balancing and turn rate debuff.
Sub system targeting ONLY > shields in tier 3 where it has a very high chance to disable. I've yet to ever see a shield disable with the native subsystem attack and have not yet seen a disable with the tier 2 attack. Tier 2 brings shields down through power drain only when combined with another power drain (aka siphon)... or if the target really runs low shield power.
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Also, TAC Teams are one of the ONLY defensive abilities an escort has. You would see that nullified?
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Absolutely. Just like charged particle burst 2 would nullify the defensive boost atk pattern omega 1 gives.
and btw, defensive abilities (which i'll interpret as anything that helps you survive with a click without having to target the attacker(s) )- an escort has :
atk omega = defense boost, tractor immunity
LT Sci and LT Engineering stations each can provide defensive boosts.
Polarize hull
Aux to dampener
Emg Pwr to Engines
tractor repulsors (situational)
reverse shield polarity
are the primary ones. Escorts get a ton of choices but they must choose whether they want to be able to heal the damage and fight or be able to hit&run. You cant have both even if atk omega almost lets you because it bundles the entire hit&run package and lets you use the sci and lt stations to heal.
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What will the effects of this be on simple shield regen, e.g. SCI, TSS, ES, EptS?
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No effect. The healing and regeneration of the shield facings is not changed. Tachyon beam would not prevent healing, only shield distribution. If you're getting hit by a tachyon beam and your left shield is going down.. you can still do sci team and any shield heal/regen and it will heal.
Sci team cleanses the turn rate debuff and heals the shield. Tiered of course, you cant expect sci team 1 to cleanse tachyon beam 3's full turn rate debuff nor its shield balance interrupt effect.
IF tachyon 3 disrupts for 10 seconds and debuff turn by -50 then sci team 1 would lower the disrupt timer to 6 seconds and turn rate to -35 or something of the sort.... and it heals the affected shield.
The 'victim' can also jam/scramble sensors to disrupt tachyon beam. It can do subsystem attack aux to disable aux power and turn off tachyon beam. It can use aux to dampeners and gain turn rate so he can rotate ship and thus not have just one shield slammed. It can use atk pattern omega to increase his turn rate and speed out of range of the tachyon. It can do emg power to engines or shields to get away or boost the affected shield.
there's a ton of counters to it.
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-on tac team vs tachyon beam-
You do its called SNB, VM, Sensor Scan, and the list goes on.
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SNB affects previously activated buffs only and is on a long timer It is also a captain ability not a boff ability. Viral Matrix affects random subsystems. Sensor scan does not affect shields in any way or form and it is also a captain ability not a boff ability.
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50% to 100% irrespective of where, or in what that increase is applied; efficacy; DPS; DPH; whatever you want to call it.
It increases the power of the ability. Having 100% against one of these (shields, hulls) and possibly against 3 ships for that matter, will affect PvP. Have you any idea what experienced players could do in arena with that output?
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You tell me. Right now I activate feedback 3 and see most escorts around me firing AOE attacks kill or nearly kill themselves when their squishy little hulls take 50% of the monster damage they fire in return. They cant react to it and it is direct hull damage.
Having their shields hit first for full damage (meaning no 50/50 split... the feedback 3 is limited to reflecting I think is 80% damage per shot before resists) will give the escort the notice that he is about to get his ticket punched by something and MOVE out of the way.
By moving he presents a different shield to any remaining incoming feedback pulse and ceases to fire on the user of feedback pulse.
I don't know about you but that seems a LOT more fair and balanced than escorts killing themselves with their own alpha+omega+emg to weps boosted monster guns being reflected to them up to 80% of that damage and 50% of that reflected damage bypassing their shields.
'cause i tell you science ships and cruisers arent that worried about reflected damage. they can either take the hits (cruiser) or dont do that much energy damage to begin with (sci ships)
PVE it would make the feedback useful against the NPC's.
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A PvPer wouldn't even ask such a question. PvP is about maneuverability. Speed and timing.
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If you're flying an escort sure. Cruisers and sci ships in pvp have other concerns.
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What you are suggesting is worse than the current problem. It drags one backwards, or worse sideways into line of fire making it impossible to escape.
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Not really. The tractor pushes you in like the grav well pull-in would. Aka you can still push your engines or evasive and snap out of the tractor if you can break the 5km distance.
You also have polarize hull and attack pattern omega to be immune from tractor. You can use repulsors to push the tractoring ship out of range and cut the tractor. You can jam/scramble to break the lock. Every discipline has the means to break tractor and ALL ships have access to ALL at ensign and lt levels (except for omega).
It is not 'impossible' to escape.
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Then once you are stuck at 2 km mark I can think of countless cruiser, science tricks to seal one's fate further.
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...which is the sci role and the cruiser would count himself lucky the target ship has or is using none of the myriad of tractor-counter abilities that exist.
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Again, this is a "double-bonus" attempt, because you are asking for TB to have the pull of gravity well and the damage to hull, but only if you are a cruiser, or science ship do you benefit.
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Actually it would be a much stronger pull than gravity well if graviton skill has points spent on it.
Escort can tractor escort with no penalty. Escort can tractor larger ships but at a risk..and that risk may be worth taking for the benefits of the tractor.
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What double bonuses do individual TAC abilities have? Please don't tell me you are referring the the Attack Patterns. Science abilities have far greater multiple affects in their abilities.
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Please do tell me what sci ability has the synergy of attack pattern omega.
A lt cmdr ability that makes one immune to tractors, boosts turn rate, boosts defense, boosts speed, boosts damage output AND boosts damage RESISTANCE ...
I know of no sci ability that would do the equivalent for science. Heck even if i triggered all available sci buffs that could be clicked and used simulatenously in a cmdr sci + lt cmdr sci + ensign sci boff station ship could i get something remotely close to it.
GW tractor pull is nearly identical regardless of tier. Only the damage changes in any noticeable way.
Back in the day pre-f2p yeah, they used to have very significant tractor strength differences. Now... its equally laughable to escape both with mere engine power.
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What part of the red do you not understand?
debuff defense rating by 'tagging' the ships in the cone with particles that allow targeting systems to track them better (duration: 15 second tag)
It is another form of SNB, it principle is precisely the same, slightly different. If you can't see that, then I can't help you.
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It doesn't make sense to call it another form of SNB. If anything, its more like attack pattern beta but affecting defense rating rather than resists.
...and hey, all ships can use it not just sci ships or sci captains. Ability is available at LT level.
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And as I said reduce the efficiency of the counter, but not the players ability to counter. Escorts and ever some cruisers do not have SCI III to counter VM I.
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There is a reduction in the efficiency of the counter. As stated earlier, sci team 1 does reduce the effectiveness of viral matrix but it does not cleanse it completely.
Just like tac team 1 should not cleanse boarding party 3 but rather lower its duration time.
Viral matrix can be countered by the abilities that re-activate the subsystems ..aka emg power to- abilities for example.
The whole point of viral matrix is to make the other guy burn his abilities faster by forcing the shutdowns. If you have it cleaned out with 1 click by an ensign ability then it is a wasted skill and like it is currently, nobody uses it. Its not worth the lt cmdr or cmdr slot.
I.K.S. Shinano
Named after a carrier launched before it was ready, without a working air wing and a crew of novices. Sunk on its maiden voyage. Ring a bell Cryptic?