Career Officer
Join Date: Jun 2012
Posts: 735
# 1 Sci abilities listed
09-13-2012, 04:13 PM
List of sci boff abilities and how they fail:
Edited in yellow

Sci Team
- needs to cleard debuffs for 10 seconds like TT. Seems to be disputed.

Transfer Shield Strength
- Is OK

Hazard Emitters
- Clears too many debuffs. Including E-siphon, tykens... should only clear applied debuffs (plasma fire, acetone etc), not location debuffs (like siphon, tykens)

Tractor Beam
- Ok as ship ability Higher levels should hold better. )"as ship ability" means not ok as pet/mine ability)

Tractor Beam Repulsors
- Is OK

Polarize Hull
- A bit weak, slight movement resistance increase needed

Tachyon Beam
- Useless due to resists in PvP, and insane shield cap in PvE. Needs to be buffed 400%. To clarify: against a NPC or a player with resists, this 10 sec ability will drain 10% of their shields. fixing resists would help in pvp, but raising efficiency would help both PvE and PvP

Charged Particle Burst
- Same as Tachyon beam

Photonic Shockwave
- Needs to get range and damage slightly increased. And stun properly! Damage should be tied to aux power (?)

Photonic Officer
- Needs to be made a lot more effective.

Gravety Well
- Pulls too weak, damages too little

Tykens Rift
- Too weak as normal, too strong when the doff proc gives 2 or 3 stacking rifts

Jam Sensors
- Basically useless. Needs remake.

Scramble Sensors
- Too expensive to make it work well. Needs a little buff.
- Crap in PvE, as all the good NPCs are immune

Energy Siphon
- Needs a little buff

FBP
- Too weak without tac captain buffs, too strong with them.

Mask Energy Signature
- Works ok?

Viral Matrix
- Ok for pvp at the moment for three reasons:
1. Doffs make it a lot more potent
2. Is not aux dependant
3. Everything else is worse.
- useless for PvE


Shared cooldowns that make it a lot worse:
- GW and Tykens
- Tykens and ES, You need the combined drain to acomplish anything.
- TSS and FBP, when FBP can be used to your advantage, that's when you really need TSS.
- HE and PH

Feel free to disagree or add comments or suggest changes.

Last edited by dassemsto; 09-14-2012 at 08:21 AM.
Captain
Join Date: Jun 2012
Posts: 668
# 2
09-13-2012, 04:39 PM
I'll make a few notes of my own on them....

Quote:
Originally Posted by dassemsto View Post
Sci Team
- needs to cleard debuffs for 10 seconds like TT
Or tac team needs a kick in the nerf spot.

Quote:
Originally Posted by dassemsto View Post
Transfer Shield Strength
- Is OK
Agreed its fine.

Quote:
Originally Posted by dassemsto View Post
Hazard Emitters
- Clears too many debuffs. Including E-siphon-
It also clears Tykens.... about the only thing it doesn't do is clear nukes. lol

Quote:
Originally Posted by dassemsto View Post
Tractor Beam
- Ok as ship ability
I like tractor beam 1 as it is... I hate that they made versions 2 and 3 hold longer instead of hold more... that needs a change... its nothing but annoying cause the only thing that runs 2 and 3 are npcs... and I love getting tractored for 16 seconds by some noobs lucky dread call.

Quote:
Originally Posted by dassemsto View Post
Tractor Beam Repulsors
- Is OK
Indeed this one works well.

Quote:
Originally Posted by dassemsto View Post
Polarize Hull
- A bit weak, slight movement resistance increase needed
I like the thinking you have here... polarized hull doesn't do enough really... I know its not cannon but ya a small buff to turn rate or something as well could make this one more widely used... not aux to damp good... but something around 50% of an aux to damp might work well.

Quote:
Originally Posted by dassemsto View Post
Tachyon Beam
- Useless due to resists in PvP, and insane shield cap in PvE. Needs to be buffed 400%

Charged Particle Burst
- Same as Tachyon beam
On the money these both suck... well they don't suck enough really.

Quote:
Originally Posted by dassemsto View Post
Photonic Shockwave
- Needs to get range and damage slightly increased
ya I don't think 5k would be game breaking... and considering the 7.5k bump extend shields got I think it would still be a great synergy of point counter point in the 2... right now the extend counter is at a pretty big disadvantage.

Quote:
Originally Posted by dassemsto View Post
Photonic Officer
- Needs to be made a lot more effective.
I am one guy that doesn't want to see a buff to this one... mainly cause due to doffs the potential to abuse Aux to Bat + an improved version would be pretty high. However I could get behind a replacement pak version of the tech doff... that would say increase the effect time of Photonic officer.... this would make it an option with out allowing for the abuse of both abilities together.

Quote:
Originally Posted by dassemsto View Post
Gravety Well
- Pulls too weak, damages too little
This one I disagree on... honestly GW is a great skill right now as it is... people don't understand it... honestly a fully speced (graviton) GW... pulls like a mother... throw in doffs to proc secondaries and this skill is honestly pretty usable... when I have built a ship for it I have been able to keep a GW out at pretty much all times with a mix of doffs.

Quote:
Originally Posted by dassemsto View Post
Tykens Rift
- Too weak as normal, too strong when the doff proc gives 2 or 3 stacking rifts
Agreed on this one the doff was a bad idea... its also cleared by hazards wtf ? lol

Quote:
Originally Posted by dassemsto View Post
Scramble Sensors
- Too expensive to make it work well. Needs a little buff.
Also bugged at the moment... I have respawned scrambled and had to log to fix grey out issues... this one needs a complete overhaul and bug pass.
Empire Veteran
Join Date: Jun 2012
Posts: 5,932
# 3
09-13-2012, 04:53 PM
wile sci skills that drain shields basically don't work, a sci ship with rapid fire cannons and 4 flow cap with 2x TB3s and a Trac Beam doff strip shields harder then CPB and TB ever did. im still not convinced power insulators defends against glider and Trac beam correctly like it does CPB and TB.
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Lt. Commander
Join Date: Aug 2012
Posts: 160
# 4
09-13-2012, 04:55 PM
Tractor beam should be a ship ability, not a Boff skill. Put it on a 1 min cool down with the power of TB1. Boff TB skills could boost the ships tractor beam. The Doff system already assumes I have A Tractor Beam anyway, I keep having missions that require my tractor beam officers to complete. Just yesterday I tractored a Jem Haddar warship. I don't have a tractor beam on any of my ships.
I like using PH as a hull resist but agree a little turn boost would be nice. & I'm loving my Hazard Emitters, anyone not using this wonder skill is insane. I wonder if Hazard Emitters can debuff insanity.
Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,053
# 5
09-13-2012, 05:00 PM
I'd be interested in hearing more opinions on all of the above. As well as testing scenarios, if you run them, even if only anecdotal (no solid figures, that is).
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Career Officer
Join Date: Jun 2012
Posts: 731
# 6
09-13-2012, 05:30 PM
Quote:
Originally Posted by dassemsto View Post
List of sci boff abilities and how they fail:

Sci Team
- needs to cleard debuffs for 10 seconds like TT
Indeed. Does not last long enough. All Teams should be extended to 10s.
Quote:
Originally Posted by dassemsto View Post
Transfer Shield Strength
- Is OK
It's alright, I guess. Good for a transferable HoT.
Quote:
Originally Posted by dassemsto View Post
Hazard Emitters
- Clears too many debuffs. Including E-siphon-
No to this one. It's only real function is to clear those debuffs, it picks up Sci Team's slack. This should be kept as is, any nerf would make it useless.
Quote:
Originally Posted by dassemsto View Post
Tractor Beam
- Ok as ship ability
Ehh... I personally think the DoT should go to the hull, and the range needs a little buff. Also, as is, the 4-piece Borg Set tractor beam isn't worth the Shield cap reduc at the moment. Needs CD reduc.
Quote:
Originally Posted by dassemsto View Post
Tractor Beam Repulsors
- Is OK
I guess, never used it.
Quote:
Originally Posted by dassemsto View Post
Polarize Hull
- A bit weak, slight movement resistance increase needed
Yes. Even with this, MS can and is reduced by even low-level tractor beams. The damage resistance bonus could also stand to gain a buff.
Quote:
Originally Posted by dassemsto View Post
Tachyon Beam
- Useless due to resists in PvP, and insane shield cap in PvE. Needs to be buffed 400%
This, this, and more this. The power doesn't do the canon justice.
Quote:
Originally Posted by dassemsto View Post
Charged Particle Burst
- Same as Tachyon beam
CPB is effectively useless in its design. It's an AoE cloak detect in an environment where cloak detect is useless in PvP and effectively null in PvP, since everyone decloaks outside its range. Unless you're almost certain they're nearby, it's a waste.
Quote:
Originally Posted by dassemsto View Post
Photonic Shockwave
- Needs to get range and damage slightly increased
This, but only a little. After all, there is the C-Store PS Torpedo. I'd say a scaling range is in order.
Quote:
Originally Posted by dassemsto View Post
Photonic Officer
- Needs to be made a lot more effective.
I totally forgot this existed. This IS totally useless, and that's only because the only cooldowns that are moderately long aren't affected by it. Should affect Captain abilities.
Quote:
Originally Posted by dassemsto View Post
Gravety Well
- Pulls too weak, damages too little
I agree with the damage part, but a smart player can really pull that pull off. I typically combine my GW3 with a High Yield Tricobalt, and it's sufficient.
Quote:
Originally Posted by dassemsto View Post
Tykens Rift
- Too weak as normal, too strong when the doff proc gives 2 or 3 stacking rifts
Personally, I've never been a fan of power level reducers, they always seem almost totally useless (unless you're disabling it, most subsystems aren't really affected). In PvP, between resistances and high power settings, it's crap.
Quote:
Originally Posted by dassemsto View Post
Jam Sensors
- Basically useless. Needs remake.
It's useful in a few situations. My main issue is that it breaks too easily. Should also give damage debuff.
Quote:
Originally Posted by dassemsto View Post
Scramble Sensors
- Too expensive to make it work well. Needs a little buff.
Also, a projectile speed increase wouldn't hurt. It is painfully slow.
Quote:
Originally Posted by dassemsto View Post
Energy Siphon
- Needs a little buff
See Tyken's Rift.
Quote:
Originally Posted by dassemsto View Post
FBP
- Too weak without tac captain buffs, too strong with them.
Try combining it with Reverse Shield Polarity and Tactical Team. Makes a REALLY good DPS Bane setup, even if they're all only tier 1.
Quote:
Originally Posted by dassemsto View Post
Shared cooldowns that make it a lot worse:
- GW and Tykens
- Tykens and ES, You need the combined drain to acomplish anything.
- TSS and FBP, when FBP can be used to your advantage, that's when you really need TSS.

Feel free to disagree or add comments or suggest changes.
I don't use Tyken's or ES, so no opinion there, but the TSS/FBP shared CD has been a pain in my behind recently. When I need FBP is usually right after TSS (because I pop RSP, FBP, and Tac Team when my shields are really low, but I also try to boost them with TSS).
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Career Officer
Join Date: Jun 2012
Posts: 797
# 7
09-13-2012, 05:46 PM
dont forget the almighty... Mask energy signature.
Captain
Join Date: Jun 2012
Posts: 668
# 8
09-13-2012, 05:58 PM
Quote:
Originally Posted by icegavel View Post
No to this one. It's only real function is to clear those debuffs, it picks up Sci Team's slack. This should be kept as is, any nerf would make it useless.
Well I agree a 12-26k Hull heal is completely useless.
Rihannsu
Join Date: Jun 2012
Posts: 1,532
# 9
09-13-2012, 05:58 PM
Quote:
Originally Posted by dassemsto View Post
List of sci boff abilities and how they fail:

Sci Team
- needs to cleard debuffs for 10 seconds like TT
With husanak on this one, TT needs a major nerf. we can all run our team skills effectively at global CD so i see no reason to buff em. St1-3 are all good don't forget the burst heal.

Quote:
Originally Posted by dassemsto View Post
Transfer Shield Strength
- Is OK
+1
Quote:
Originally Posted by dassemsto View Post
Hazard Emitters
- Clears too many debuffs. Including E-siphon-
sort of agree, pushes resists, clears everything and the cat, needed for STFs, and also makes you ship pretty, could loose some awesomsauce
Quote:
Originally Posted by dassemsto View Post
Tractor Beam
- Ok as ship ability
Scales very poorly TB3 is useless, i don't like how mines can freeze a carrier at full impulse, would like them to be more string like, actually binding ships, not sure how aux scales, but the HOLD is what counts, not the DPS
Quote:
Originally Posted by dassemsto View Post
Tractor Beam Repulsors
- Is OK
for now
Quote:
Originally Posted by dassemsto View Post
Polarize Hull
- A bit weak, slight movement resistance increase needed
shared CD with HE is the one to keep in mind, slight movement buff would be nice, how about giving some of the HE clearing to PH?
Quote:
Originally Posted by dassemsto View Post
Tachyon Beam
- Useless due to resists in PvP, and insane shield cap in PvE. Needs to be buffed 400%

Charged Particle Burst
- Same as Tachyon beam
agreed, shields resists is the way to buff these
Quote:
Originally Posted by dassemsto View Post
Photonic Shockwave
- Needs to get range and damage slightly increased
while stun chaining sucked, with the new immunites this could go back to being a stun power, should be more equal between tacs n sci
Quote:
Originally Posted by dassemsto View Post
Photonic Officer
- Needs to be made a lot more effective.
has always been useless complete makeover imv
Quote:
Originally Posted by dassemsto View Post
Gravety Well
- Pulls too weak, damages too little

Tykens Rift
- Too weak as normal, too strong when the doff proc gives 2 or 3 stacking rifts
Neither should rely on doff procs, pull is way to weak, would really love to see husanaks build, color me curious
Quote:
Originally Posted by dassemsto View Post
Jam Sensors
- Basically useless. Needs remake.
yup, acc counter, or Beam Target Subsystem counter come to mind
Quote:
Originally Posted by dassemsto View Post
Scramble Sensors
- Too expensive to make it work well. Needs a little buff.
pure griefing power with meh results
Quote:
Originally Posted by dassemsto View Post
Energy Siphon
- Needs a little buff
only if it doesn't break siphon pods
Quote:
Originally Posted by dassemsto View Post
FBP
- Too weak without tac captain buffs, too strong with them.
agreed

Quote:
Originally Posted by dassemsto View Post
Shared cooldowns that make it a lot worse:
- GW and Tykens
- Tykens and ES, You need the combined drain to accomplish anything.
- TSS and FBP, when FBP can be used to your advantage, that's when you really need TSS.

Feel free to disagree or add comments or suggest changes.
Viral Matrix
Current FOTM, only great because nothing you can do about the Doff procs,without em its meh, but the best we have right now. still weaker then a friggin phaser proc (no shields offline) , maybe a slight adjustment to the duration formula?

Mask Energy Signature

i loled, completely useless, revamp not even sure how to salvage it without giving feds a cloak.
Maybe replace it with the KHG 3pc bonus, and give something more usefull to the KHG set?

Sci Boats
Beam subsytem targeting 1
needs a buff, if only on sci boats, cd reduction might also be an option

Sensor Analysis
could tic a little faster, if you want sci beam boat to be viable again, we have cruisers with 5 tac consoles now....just saying

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Last edited by havam; 09-13-2012 at 06:27 PM.
Career Officer
Join Date: Jun 2012
Posts: 731
# 10
09-13-2012, 05:58 PM
Quote:
Originally Posted by matteo716maikai View Post
dont forget the almighty... Mask energy signature.
And Viral Matrix... but I use the CRAP out of MES. Any character without a cloak has it, because I'm addicted to Stealth. MES has saved me from a LOT of combat... but my use of it isn't a happy thing. Why can't ALL ships have Cloaking devices? Technically speaking, the original Romulan Star Empire was dissolved after the Hobus supernova. That nullifies the Treaty of Algeron, which means it would be legal for the Federation to develop and utilize cloaking technology.

And personally, I like the thought of cloaking my Odyssey. Not using cloaks gives the Empire an advantage in the war. If Cryptic wants to really push the war home, have Starfleet go all-out.
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Musings of a Mad Man; Or, What This Game Could Fix

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