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Commander
Join Date: Sep 2012
Posts: 394
# 31
11-21-2012, 03:47 AM
Yeah, I can't see Quantums doing 500k damage.

Admittedly, I don't use damage consoles, but even if you stack 5x +25% consoles on your ship, a Quantum is rarely going to top 150k on criticals.
Captain
Join Date: Jun 2012
Posts: 749
# 32
11-26-2012, 06:38 AM
While I was doing something else, I realized something about the borg now that they have full 360 arcs. They can now fire 2 torpedoes per salvo, which causes the damage and plasma DoT to stack up.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 33
11-27-2012, 01:20 PM
Developers, et. al.:

Let this be a lesson NEVER to stealth buff or nerf without testing. Read: Don't stealth. You guys tweaked the Borg and now the chickens are coming home to roost. This "i don't know WHAT happened"-nonsense is just that.
Commander
Join Date: Jun 2012
Posts: 413
# 34
11-27-2012, 08:18 PM
I got one-shot by a plasma torp from the gate in ISE. Gates don't have high-yield torps which can be subnuced or shot down, so there's no way to avoid the damage. I had half a shield facing left and was killed through that + 100% hull.

It was pretty awesome.
Lieutenant
Join Date: Nov 2012
Posts: 39
# 35
11-28-2012, 09:53 AM
Tactical Cube deals 139395 (214387) Kinetic Damage to you with Plasma Torpedo - Heavy III.

I always hover at over 9 km and watch out for incoming projectiles. Did not see this or the dozen ones like it in previous STF's coming. I never do, and it's becoming less and less likely that my otherwise normal eyesight is mysteriously failing at exactly the worst possible moment time after time.

If it's a graphical issue, fixing that alone would go a long way. Whether having such instakill torps in the first place is justified, that's a different matter and I can't say I'd be opposed to reducing their damage (or scaling it to be a percentage of your total hitpoints) but a means to counter is an absolute necessity.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,711
# 36
11-28-2012, 10:14 AM
There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).

I've performed extensive testing of targetable torpedo types, alongside our FX team, to ensure that they are not subject to the same FX drop-off issues that cause the infamous "Invisible Torpedo" -- it simply does not happen. This is because the shiny, glowy green HY Plasma balls are not FX, they are Costumes. They will not turn invis, they will not drop off because of excessive particle visuals going off in your vicinity. They may become difficult to see because of FX clutter, but I can guarantee that they are not invisible.

Torpedo Spreads - that's another issue altogether, and one that is currently under review for further tweaking.

The FX drop-off issue in general is something we've been seeking a tech fix for, for a long time now. It was brought to the forefront of our concerns when we rolled out the 20-man Starbase Defense events/missions, and saw it in full swing even in skirmishes taking place on the outlying areas of the map. There is no quick fix for this issue, and it's something we continue to struggle to overcome. The best we can offer at this time, is that it's a limitation we are aware of, and that we do our best to work with when creating and tuning content and encounters.
Jeremy Randall
Cryptic - Staff Systems Designer
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Captain
Join Date: Jun 2012
Posts: 646
Cryptic Cryptic Cryptic...learn how to balance a game thats actually fun. One shot kills are the laziest programming ever. And NOT FAIR!

I know other species have them but this is mainly talking about the Borg. You want to make them as tough as Wolf 359? Ok, Im good with that. Make Tactical Cubes as tough as Wolf 359, needing at least 4 strong ships or 5 average ships to take down one after 4+ minutes. Make average cubes go down with 3 strong ships and 4 average.

But the one shotting is ridiculous. STOP IT NOW! Heres my ideas to replace Borg one shot weaponry. Make Borg weapons more science in nature, and make having a science ship in the fleet to counter those weapons very valuable without it needing to have antiproton weaponry.

Space idea #1: Death Ray. Something like the Planet Killer, that can go through 100% shields and drop 25000 hull. Maybe its ok to one shot smaller ships in its way, and big tanks can limp away from it at 15% hull. But like the Planet killer, make it obvious when its charging up so we can have time to not be in its line of sight. So for that side of the cube, keep your eye on the newly mounted death star weapon.

Space idea #2: Make all ships need to play like escorts against Borg, needing to come in, unload and get out of close proximity. Why do all ships need to get away after one minute? Because now the Borg employ a radiation protection field around them extending out 10k (but it cant stay up forever). But to counter this, the new Vesta line Fermion Field can cancel this out. So if a Vesta shows up, all the fleet ships need to get inside the protective bubble of the Fermion field as they enter the radiation field of the cube. Fermion field only lasts so long, so the ships will need to get back out or staying longer than a minute kills a ship from radiation.

Space idea #3: Borg employ a quicksand protection field instead of individual tractor beams (not active at the same time as the radiation field). The multidimensional graviton shield can escort in fleet ships to stay immune to the quicksand effect. The fleet has to stay inside the field to maintain normal movement. Entering into the Borg quicksand field is still tricky, because the Vesta needs to monitor where the death star weapon is mounted on the cube and make sure the cube doesnt slowly spin around and light the fleet up. A science ship captain needs to play mother hen protecting her fleet from the Borg using its big devices on them.

Space idea #4: For the Borg spheres, have a guillotine laser around the fattest part of the sphere wrapping all the way around. When you see it charge up, you need to get well above or below the sphere, because being on the same plain as the sphere will get you CUT by its laser as it spins around quickly gashing up ships within 10k of it.

But but KDF dont have Vesta ships! Well, give them equal Vesta line abilities too on a new KDF 3 pack ship and call them something else, make them look different, but provide the same effects.

The modo here is yeah, make the Borg tough, but a whole fleet shouldnt lose even one ship if all their captains keep their ship positioned properly and use better strategy before it engages a cube. Every ship in the fleet dying 3+ times is NOT STAR TREK. Get AWAY from that foolish philosophy of yours where we need to die and respawn multiple times to take down a big enemy. Make the enemies dangerous, but make death avoidable, where you HAVE to float like a butterfly and sting like a bee to take down Borg enemies (and others), and the foolish Captain that just stays still or tries to storm straight up the middle of the beaches of Normandy without help and tactics gets killed.

For all the players, please sign this petition to eliminate lazy one shot kill programming, and if you have ideas to make the Borg more challenging and fun, yet very fair, please include ideas here. And/or support mine too
STO: @AGNT009 Since Dec 2010
Capt. Will Conquest of the U.S.S. Zorro
Empire Veteran
Join Date: Jun 2012
Posts: 7,674
# 38
11-28-2012, 10:21 AM
Quote:
Originally Posted by borticuscryptic View Post
There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).

I've performed extensive testing of targetable torpedo types, alongside our FX team, to ensure that they are not subject to the same FX drop-off issues that cause the infamous "Invisible Torpedo" -- it simply does not happen. This is because the shiny, glowy green HY Plasma balls are not FX, they are Costumes. They will not turn invis, they will not drop off because of excessive particle visuals going off in your vicinity. They may become difficult to see because of FX clutter, but I can guarantee that they are not invisible.

Torpedo Spreads - that's another issue altogether, and one that is currently under review for further tweaking.

The FX drop-off issue in general is something we've been seeking a tech fix for, for a long time now. It was brought to the forefront of our concerns when we rolled out the 20-man Starbase Defense events/missions, and saw it in full swing even in skirmishes taking place on the outlying areas of the map. There is no quick fix for this issue, and it's something we continue to struggle to overcome. The best we can offer at this time, is that it's a limitation we are aware of, and that we do our best to work with when creating and tuning content and encounters.
if you could take away a borg torp's ability to crit at least for now, that would go a long way to reducing 1 shots, invisible or other wise.

currently in hive, spread=dead. theres basically nothing you can do about it

whats the deal with that borg heavy plasma cannon? i REALLY want single cannons that have the same fireing cycle as a DHC like those have. are singles going to be updated to fire a heavy pulses like that itoo? at least then you could tell the difference between a single cannon shot and a turret shot. at the very least, the romulan D'd should have that heavy single cannon as well, it had something like that in canon
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Commander
Join Date: Jun 2012
Posts: 369
# 39
11-28-2012, 10:28 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
currently in hive, spread=dead. theres basically nothing you can do about it
pretty much this
The Average PvP player

1) Teamwork and timing is #1
2) You cannot "Kirk It" in every ship
3) You are going to die, just get back up
Captain
Join Date: Jul 2012
Posts: 3,699
# 40
11-28-2012, 10:35 AM
Well I'm afraid I can't call these ideas fair either, why should my teams be FORCED to bring a Vesta to kill a ship?

By all means make all ship CLASSES needed but not make 1 ship REQUIRED for all STFs.
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