Career Officer
Join Date: Jun 2012
Posts: 3,400
Let's start with a comment from Borticus.


Quote:
Originally Posted by borticuscryptic View Post
As one result of the feedback we've already received in relation to this change, we're performing another performance review of all of the STF set bonuses, with a specific focus on the 3-piece abilities. This includes the Heavy Graviton Beam, Gravitic Anchor, and Mask Energy Field. All of these powers will be improved in some manner, along with an upcoming patch.
Here's some feedback on these.

MACO
MACO two piece is functionally irrelevant. -5% recharge would be good if there were other recharge powers available to stack it with. The only Recharge powers there are either have issues of their own (photonic officer) or are so powerful that -5% is drowned out (Tac Initiative).

Yes I know this reduces the cooldown of nearly everything, while that's certainly an interesting concept - but it remains a fluff concept at 5%.

Also MACO has combat impulse engines. Combat Impulse engines are terrible at VA level.

Graviton does nothing of value, and is on a 3 minute timer. The damage is too small, anyone who wants a crowd control power is going to build it in instead of relying on a single target 3 minute repel power.


OMEGA
Tet Glider is good, but it's also been nerfed heavily. I know this was, rightly, done for PvP concerns - but its now fairly weak against Borg, many of whom don't even have shields.

Gravitic Anchor is almost decent - the cooldown is too long or the duration is too short, or both. On top of this, it has a slow flight speed and -50 defense is completely pointless on STFs.

Switch the -Defense & -Kinetic Values, reduce cooldown to 90s and increase duration to 15s. Then it would be a really good power. Or keep the cooldown at 3 minutes, but increase the duration to 30s.

Keep in mind as implemented currently the resistance debuff of this power is weaker than Attack Pattern Beta 1, has a short effective duration than Attack Pattern Beta 1, is limited to a target only debuff (as opposed to buffing your guns like APB) and only debuffs one very specific resistance type (kinetic) whereas Attack Pattern Beta debuffs everything.

I know this power has other things it does, but the borg fly like they are mired in molasses and hitting them is not an issue even for builds with 0 ACC.

KHG
Tactical Readyness has some odd crew recovery and resistance bonuses (fluff), +25% torpedo damage. +25% torpedo damage is decent, but only if you use Torpedos.

Broadening this to include mines would be a good start.

I know archoncryptic has commented that you can't make all powers fit every build - but if you're making one-size fits all sets you should aim for broader use powers and not build specific ones.


Mask Energy Field, certainly wins hands down as least useful STF set power for STFs.


Last edited by ussultimatum; 10-18-2012 at 08:43 PM.
Captain
Join Date: Jun 2012
Posts: 668
# 2
10-18-2012, 09:17 PM
Quote:
Originally Posted by ussultimatum View Post
I know archoncryptic has commented that you can't make all powers fit every build - but if you're making one-size fits all sets you should aim for broader use powers and not build specific ones.
Well perhaps its time to set the sets free then....

Make the faction specific sets cross faction.... add a ferengi trader or something who will sell you the other teams sets for the right price.

Yes I know that doesn't solve the fact that sets aren't always general... Omega is pointless if you don't use nrg... KHG is pointless if you don't use kinetic... Maco is what ever it is maco is.... still it would make it less of an issue if you had 3 STF choices instead of 2.
Captain
Join Date: Jun 2012
Posts: 3,289
# 3
10-18-2012, 09:35 PM
Quote:
Originally Posted by husanakx View Post
Well perhaps its time to set the sets free then....

Make the faction specific sets cross faction.... add a ferengi trader or something who will sell you the other teams sets for the right price.

Yes I know that doesn't solve the fact that sets aren't always general... Omega is pointless if you don't use nrg... KHG is pointless if you don't use kinetic... Maco is what ever it is maco is.... still it would make it less of an issue if you had 3 STF choices instead of 2.
Fleet Defiant might be a little OP with 2pc Honor Guard, it already has the most devestating strike there is.

It would be nice to get access to MACO shields for KDF though so I have another choice instead of using Omega or using Honor Guard and wasting the torp bonus for my all energy weapon character though. Just not sure its worth giving 2pc Honor Guard to Feds for it.
Rihannsu
Join Date: Jun 2012
Posts: 335
# 4
10-19-2012, 12:00 AM
My suggestion is to just start from scratch on the third bonus set powers. A crappy power every three minutes just isn't worth it. They weren't well designed to begin with. Just toss them out and think of something new.

Since I doubt they'll do that, my other suggestion would be to reverse the power bonuses from second and third tier and focus on improving those, i.e. increase the recharge time power reduction for MACO from 15-25%, improve the shield drain for Omega Force, and add either another power modifier or damage mod to Honor Guard.

Or yet another option could be to add another passive to each of the three set bonuses and knock the recharge time down a bit for the active power.

I do like the idea of allowing the MACO and Honor Guard to cross factions.
Captain
Join Date: Jul 2012
Posts: 2,192
# 5
10-19-2012, 12:15 AM
Uh graviton beam can hit pretty hard when on tac / sci ship with particle generators.
Career Officer
Join Date: Jun 2012
Posts: 883
# 6
10-19-2012, 12:28 AM
These sets should go back to the drawing board, especially their 3 set powers:

Maco is the tank set, so perhaps a similar hull heal that the borg set has as the 2 set power to replace the silly relay power, and maybe a clickable shield heal or resistance buff like tss or epts instead of the god awful HGB on the 3 set power...

Omega is damage, so the 2 piece tet glider is actually useful, but just needs a higher value to be worth it.
As for the 3 set power, maybe a clickable fire on my mark type power similar to the tac captain power to replace the current useless Gravatic Anchor...

Klingon Honour Guard set I have no idea as never used it....

Borg set needs to be removed from the stf side completely and turned into what the devs wanted and make it into a starter set only available by getting a piece from each of the borg front missions, like the Breen/Jem 'Hadar sets.

Aegis set needs a whole new redesign...

Last edited by darkenzedd; 10-19-2012 at 12:31 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 819
# 7
10-19-2012, 12:42 AM
Radical ideas for the 3pc KHG,

Instead of the MES, battlecloak.
Or make the MES a team effect.
Or replace it entirely with a centered on the ship gravimetric pulse that pushes every enemy object in say a 5km radius away like a TBR.
Or how about a passive, +10% all damage resistance for the shield and hull.

Omega 3pc bonus ideas
Since the set is all about mobility and hitting the target,
extended weapons range by say 2.5km because of the advanced targeting system.
Or extended arc on weapons, by like 10-20 degrees.
Or hrmm, to keep in the theme of the glider, increased shield penetration, say 25% extra.

maco
reflect energy attack back to attacker, from all the bling. lets say as passive 2.5% change to proc. or as active power on demand for the next 5 seconds. a kind of oh **** power.

-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
Empire Veteran
Join Date: Jun 2012
Posts: 819
# 8
10-19-2012, 12:45 AM
Quote:
Originally Posted by darkenzedd View Post
Aegis set needs a whole new redesign...
The Aegis powers in general are fine as they are, and pretty effective in the right setup. However the set in general should get an upgrade to mk12 and more up to date stats.

-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
Captain
Join Date: Jun 2012
Posts: 633
# 9
10-19-2012, 05:14 AM
There are 2 real issues with the 3pc bonusus.

1. too long a CD. with a 3 minute CD you can't rely on being able to use it for anything so it's not a great skill. IOt needs to abe a minute or lss so we cna have it up often enough to factor it into anything we do.

2. Too sort a duration or too small a magnitude. MACO suffers from not hitting hard enough damage wise, (the repel is too weak and too overshadowed by other things to be worth mentioning). And OMEGA's just isn';t long enough to properly take advantage of.

2b. KHG is just usless period in STF's you don't want need, or use a cloak there so a cloak like ability dosen't do anyone any good.


My suggestions:

1. Reduce all active powers to a 1 minute CD, (except KHG, see below on this).

2.

MACO: Drop the repel effect and slow. In STF's you generally need to hit too many targets for that to be handy. Instead make it do a base 2/3/4K Kenetic damage with 40% bleedthrough and standard Aux power scalars. I'd also increase the arc to 360 so that starfleet cruisers have a workable 3 set effect. Makes for a nice powerful bursty Kenetic damage effect with good bleedthrough, this is more than handy enough as at max power levels against an unsheilded target it's bassiclly a THY3 Plasma Torp. But wioth the advantage of significant bleethrough.

OMEGA: Just raise the resiatnce and efence debuff duration to 30 seconds. 10 seconds is too short to take advantage of. 30 allows for some real fun and games.

KHG:A cloak just isn't useful. So just drop the stealth effect and make it a 5KM 30 seconds defence buff. ven 10-15% is going to be significant for non-escorts, a 20-25% is going to be big news.


3. The 2-set bonusus are actually a good deal better but still aren't really on par with borg by a mile, so here's some thoughts.

KHG: I don't have any good anwsers here, if everything and it's dog didn't kill all your crew off in a couple of shots this would be quite useful, as is not so much.

OMEGA: We obviosuly don;t want an OP PvP setup so here's my suggestion. Make it also add a passive +X radiation damage per weapons cycle vs Borg effect to all weaposn. Even at a low 100/200/300 magnitude thats going to be significant without screwing over PvP.

MACO: This is the ushual cruiser set. And that 5% isn't tottally FUBAR. Just not impressive on it's own. How about adding a small passive weapns power energy drain resistance. Even 20-30 points would be enough to be useful, (and escorts would still see a benefit too), without going OTT IMHO.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 10
10-19-2012, 07:58 AM
Some interesting responses so far.

Quote:
Originally Posted by dalnar83 View Post
Uh graviton beam can hit pretty hard when on tac / sci ship with particle generators.

The above quote is the very definition of too narrow and niche of a usage for what is a power on a "one size fits all" design.


You need to:

1) Be a Tac & blow all of your cooldowns
2) Have particle generators
3) Most likely, but not necessarily, be flying a Sci ship (as few escorts or cruiser builds are going to have a use for particle generators).

This, along with the 3 min CD and single target only limitation is why Graviton Beam is generally regarded as terrible.


Last edited by ussultimatum; 10-19-2012 at 09:40 AM.
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