Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 31
10-02-2012, 03:45 PM
Quote:
Originally Posted by captkirrahe View Post
Siphons aren't new. Siphons users have claimed their overpowered nature, and explained it logically many times on the forums now. I guess those players are especially selfish.

p.s ty for helping balance the game for the good of all players bort and cryptic!
I'm not talking about the drones, i've tried them and i know it's a bit too effective as it is. I was answering to someone telling that the tractor beam pets had to be nerfed. I assume this guy doesn't know that you need several tractor beams and a constand use of it if you want to immobilize a target for a few seconds in a match. A single tractor beam has little use since tacs are permabuffed (and buffs also allow to resist to debuff abilities, which is one of the major design flaw in this game). You will hardly catch them with their double attack pattern omega, evasive maneuvers, dilithium burst, etc. Or you need to use a ridiculous combo of several debuffs to get them immobilized for a few seconds. That's why you may need some pets to do the job.

Currently tractor beam pets are the only thing able to use the tractor beam efficiently in pvp, because the players'one is too limited in duration, or whatever, and since targets have permanent resists. I know some of you can be annoyed by them but it's their purpose, and as long as the buffs and anti debuff abilities are tied to the same powers it'll be a necessary evil if you want to see some scis in pvp.

If one day the devs create specific anti debuff powers providing no buff at all and remove all anti debuff power to current buffs then we may be able to start an interesting discussion about carrier pets but now it's one of the last working abilities scis suing carriers have.

Last edited by diogene0; 10-02-2012 at 03:48 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 114
# 32
10-02-2012, 03:51 PM
Quote:
Originally Posted by diogene0 View Post
I'm not talking about the drones, i've tried them and i know it's a bit too effective as it is. I was answering to someone telling that the tractor beam pets had to be nerfed. I assume this guy doesn't know that you need several tractor beams and a constand use of it if you want to immobilize a target for a few seconds in a match. A single tractor beam has little use since tacs are permabuffed (and buffs also allow to resist to debuff abilities, which is one of the major design flaw in this game). You will hardly catch them with their double attack pattern omega, evasive maneuvers, dilithium burst, etc. Or you need to use a ridiculous combo of several debuffs to get them immobilized for a few seconds. That's why you may need some pets to do the job.

Currently tractor beam pets are the only thing able to use the tractor beam efficiently in pvp, because the players'one is too limited in duration, or whatever, and since targets have permanent resists. I know some of you can be annoyed by them but it's their purpose, and as long as the buffs and anti debuff abilities are tied to the same powers it'll be a necessary evil if you want to see some scis in pvp.

If one day the devs create specific anti debuff powers providing no buff at all and remove all anti debuff power to current buffs then we may be able to start an interesting discussion about carrier pets but now it's one of the last working abilities scis have.
Well ok then about siphons.

But still danubes are not on the same level but still could do with toning down. You say you have trouble tractoring players? With 2 Tractors on my intrepid I didnt have much of a problem tbh, its about timing really. And pets don't really have much to do with science specifically.

Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 33
10-02-2012, 03:53 PM
Quote:
Originally Posted by captkirrahe View Post
Well ok then about siphons.

But still danubes are not on the same level but still could do with toning down. You say you have trouble tractoring players? With 2 Tractors on my intrepid I didnt have much of a problem tbh, its about timing really. And pets don't really have much to do with science specifically.
Carriers are sci ships, and danubes are an interesting addition to the lack of good sci ability. I know it's all about timing but there are so many counters to sci debuffs, and especially to tractor beams, that you will only catch harmless flies with it.
Career Officer
Join Date: Jun 2012
Posts: 883
# 34
10-02-2012, 04:02 PM
I still find tractors to be useful. I run two of them. People complain about it from time to time. Maybe it has to do with being spec'd in properly?

And yes, danubes need to be toned down. Not even close to the same level as siphon drones though.
Career Officer
Join Date: Jun 2012
Posts: 797
# 35
10-02-2012, 04:08 PM
Quote:
Originally Posted by borticuscryptic View Post
*turns it all in for Fleet Marks*
speaking of which....

O


also, when its a % of the power drained, how excatly is this done? is it a constantly refreshing number or just the inital power level when the drain is started? how do using extra power abilities effect it?

say you have 100 power in shields, you say the higher your power the less thats drained. so we'll say 10% of the 100 is drained.

is this a drain per second? or the total amount drained over the course of the draining period?

you also mention it drains faster as time goes and that resets after a "cycle" is complete.

how will this work if theres multiple pods draining the same target? would it in theory be possible to stagger the drains so the target is effectivly drained dry?

if theyre suffering a drain and they recieve a battery, would the extra power effect the % of the drain? (this hinders on weither or not the power drain % is effected at the time of each drain pulse or just when the inital drain is started).


am i making any sense here with my questions/concerns?
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 36
10-02-2012, 04:16 PM
Quote:
Originally Posted by hurleybird View Post
I still find tractors to be useful. I run two of them. People complain about it from time to time. Maybe it has to do with being spec'd in properly?

And yes, danubes need to be toned down. Not even close to the same level as siphon drones though.
Two purple Mk XII graviton consoles, the borg deflector, and graviton generator maxed out wouldn't be enough?

It's not that, I just can't catch good escort players with my tractor beam without using another signicant amount of abilities, even if i wait for their attack pattern to end, etc. I know how to use the tractor beam but it just has way too many counters. That's why danubes are usefull and tbh necessary to act as a sci on the battlefield. At least you can immobilize good escorts for a few seconds and that might be enough if you forced them to burn all their other buffs/anti debuffs.
Career Officer
Join Date: Jun 2012
Posts: 797
# 37
10-02-2012, 04:40 PM
First off a couple things, carriers are not science ships.

Secondly, you're telling me that you want a single power to completely nullify a "buffed out" tactical ship doing its best to not be held still? How's that fair?

And hmm a power that's an anti debuff power you want? Gee.... I could have sworn that science captains have the only buff remover in the game? (Ann doffs not counted but if they were then well there's even more ways to remove them buffs)

And you call yourself a science captain? Please don't insult us actual science captains. Thanks.

-Mai Kai the Science Guy-
Career Officer
Join Date: Jun 2012
Posts: 883
# 38
10-02-2012, 04:48 PM
If tractor beams were weak, I wouldn't be using them.

As a sci, you should probably slot all shield healing consoles. Run ST3 with two purple doffs, a copy of TSS, and a copy of ES. You're equal parts DPS, control, and healing.

Last edited by hurleybird; 10-02-2012 at 04:50 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 429
# 39
10-02-2012, 04:55 PM
Quote:
Originally Posted by diogene0 View Post
My main char is a sci flying a carrier, and I'm sick of seeing players asking for nerfs of sci abilities and pets and then wondering why scis suck and are supposedly useless in pvp...

I so agree with this sentiment! I have two sci's flying carriers (6 sci's total)...good thing i only pve or i'd be be really screwed on this plan. Borticus i love ya, but everytime you "fix" things for the pvp guys, its just killing us in pve too. Not sure how to fix the game to make it work for both sides pve/pvp other than having two different servers like most mmo's.

I don't really want to give up playing my sci officers, they do pretty darn well.....but your killing me here lol
"If everyone used Macs, we'd be working on how to get to Alpha Centauri rather than how to get to Mars."
Career Officer
Join Date: Jun 2012
Posts: 112
# 40
10-02-2012, 04:58 PM
Quote:
Originally Posted by kirisee View Post
I so agree with this sentiment! I have two sci's flying carriers (6 sci's total)...good thing i only pve or i'd be be really screwed on this plan. Borticus i love ya, but everytime you "fix" things for the pvp guys, its just killing us in pve too. Not sure how to fix the game to make it work for both sides pve/pvp other than having two different servers like most mmo's.

I don't really want to give up playing my sci officers, they do pretty darn well.....but your killing me here lol
I'm sorry, but the reason Science got nerfed into the ground was not because of PvPers, it was because of PvE'ers Kirking in PvP and then whining when they got curbstomped by a couple of science ships working together.
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
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