Lt. Commander
Join Date: Jun 2012
Posts: 103
# 21
12-20-2012, 01:39 PM
Quote:
Originally Posted by snoge00f View Post
lol. Mines have taken people out through shields.
I`ve seen that too, no doubt they can one shot ships, but mostly escorts,, cruisers, and carriers, not that easy (some times, i would say in about 10% more or less). Also i want to point out that i`m not supporting tricobalt bombing, and that this was just testing that i made with my 2 SCI toons. And if i see any tricobalt Kirk i`ll hunt him down like crazy. I ussualy use transp. mines for sci, which is more annoying IMO
Quote:
Originally Posted by zer0niusrex:
[*]All Warbird descriptions have been updated, typoes removed, and gramer corrected.
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Join Date: Jun 2012
Posts: 4,523
# 22
12-20-2012, 01:40 PM
Quote:
Originally Posted by borticuscryptic View Post
- Granting a Point Defense system to Battleship and Dreadnought NPCs that would deal a tiny amount of damage per pulse (<50 dmg, does not ignore shields, no procs), but pulses very frequently and favors the nearest target.
*** This would be a soft-counter to Mine Spam One-Shots, but would have the side effect of making them nearly immune to High Yield torpedoes. (We also have the option of forcing it to target -only- mines, if necessary.)

I think an anti-mine point defense system on cruisers in general is not a bad idea. It would give them a limited ability to protect teammates at close range without necessarily making mines useless and help with the defensive role.

But there are already consoles that act as point defense against HYT and I don't think giving any ship an auto-nuke against torps is a good idea.

Maybe a better idea is an Electronic Warfare point defense that can be activated to temporarily make a ship invisible to torpedoes and mines, or drop a decoy or chaff, or something like that. You're not actually destroying the mine or torpedo, you're just forcing it to disregard a target and to focus on a different one.
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Super Moderator
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Posts: 4,523
# 23
12-20-2012, 01:47 PM
Quote:
Originally Posted by bluegeek View Post
Maybe a better idea is an Electronic Warfare point defense that can be activated to temporarily make a ship invisible to torpedoes and mines, or drop a decoy or chaff, or something like that. You're not actually destroying the mine or torpedo, you're just forcing it to disregard a target and to focus on a different one.
On second thought, knowing how torps work, they shouldn't be subject to this kind of defense. I'm pretty sure the game engine isn't designed to make torpedoes lock on to new targets once they've been launched.
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Captain
Join Date: Aug 2012
Posts: 13,988
# 24
12-20-2012, 01:52 PM
Hrmm, two things come to mind based on the discussion so far:

1) The chain crit being the main issue. I can't think of a tric thread where it hasn't been brought up. Sure, folks always argue X, Y, and Z - that it's this, that, etc - but chain crit is always brought up. As mai said, it's not just with trics - it's noticeable with them more than many things, but c'mon have you ever had a Breen Cluster and a DPB3 Trans where both crit? It's a beautiful thing to watch...lol...bad, but beautiful to watch. It can happen with other things as well. Given the increase in crit chance available (spec for it, Borg, Tachyo, 0Point, Romulan Passive, going CrtH on the weapons, etc) - chain crits are rough. Not a suggestion to nerf CrtH in the least, mind you - just there's a problem with chain crits and it's going to become more apparent as time goes on.

2) The PDS thing... yeah, um... the carrier thing mentioned came to mind first. Perhaps a PDS with low Acc and the Mines being given low Def. So the PDS would be more likely to hit the Mines rather than pets, eh? With THY or other targetable devices, the various items could have various Def stats - cause there's even the Def bonus with the Rom set, no? In this way, the PDS (with some sort of CD) would have a decent chance of taking out Mines at a certain point but it wouldn't necessarily slaughter pets during the time period that it's active.

Willard the Rat, Klingon Science Officer
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Captain
Join Date: Aug 2012
Posts: 13,988
# 25
12-20-2012, 01:54 PM
Quote:
Originally Posted by bluegeek View Post
On second thought, knowing how torps work, they shouldn't be subject to this kind of defense. I'm pretty sure the game engine isn't designed to make torpedoes lock on to new targets once they've been launched.
Targetable THY's/Tric Torps/Breen Clusters will track new targets if the original target is destroyed.

Regular torps just fly off or hit the already dead target.

Willard the Rat, Klingon Science Officer
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Captain
Join Date: Jun 2012
Posts: 3,922
# 26
12-20-2012, 01:54 PM
We can still outrun them !!!

YAY !!!
( I gotta bury mine in a cloud of vented plasma to get NPC's to hit them since they're so slow), PvP isn't an option unless I'm REALLY lucky.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $27 to upgrade my Kamarag ?

Last edited by lordmalak1; 12-20-2012 at 01:59 PM.
Captain
Join Date: Jun 2012
Posts: 959
# 27
12-20-2012, 02:08 PM
Quote:
Originally Posted by borticuscryptic View Post

- The stealth value on Tricobalt Mines has been reduced by approximately 25% (this should allow them to be seen from about 1k further than previous).
Would it also be possible to have them be "always visible"

(im not going to be able to explain it properly.. but will try)

Some point before/during Season 7, the targeting of small enemies and allies changed, you would have to go into your options to turn them on again, quite a few people dont know this, heck i didnt know how to fix it for a few weeks,
While small/targetable enemies/allies lost their targeting hardpoint/reticle, Tricobalt torpedos remained targetable, i.e. you didnt have to go into your settings to make sure your UI always made sure to point out tric torps, could this also be possible for the Tric mines? For all us slow people who dont think to change the settings? ^^

(side note, for some reason the spell check wont accept reticle, odd.. :p)
Your Heavy Graviton Beam deals 26470 (10583) Kinetic Damage(Critical) to Assimilated Carrier.
Career Officer
Join Date: Dec 2012
Posts: 741
# 28
12-20-2012, 02:13 PM
Fun fact: In the good old days, tric mines were not affected by dispersal patterns.

Problems occured once the current designers thought they knew better than the old ones who originally came up with the system.


And it's only in conjunction with dispersal patterns that tric mines have become a problem. Back when we the game was full of full aux healers with mines in the back, once in a blue moon a tric mine would hit and severely cripple a ship. It was a rare occurrence and nothing that posed a problem for balance.
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# 29
12-20-2012, 02:16 PM
Quote:
Originally Posted by virusdancer View Post
Targetable THY's/Tric Torps/Breen Clusters will track new targets if the original target is destroyed.

Regular torps just fly off or hit the already dead target.
Did not realize that THY's did that. I knew the Breen Cluster did, but that's normal mine behavior.

Thanks for the tip!
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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 30
12-20-2012, 02:17 PM
Quote:
Originally Posted by mancom View Post
Fun fact: In the good old days, tric mines were not affected by dispersal patterns.

Problems occured once the current designers thought they knew better than the old ones who originally came up with the system.


And it's only in conjunction with dispersal patterns that tric mines have become a problem. Back when we the game was full of full aux healers with mines in the back, once in a blue moon a tric mine would hit and severely cripple a ship. It was a rare occurrence and nothing that posed a problem for balance.

Did mines even have a reason to exist before the recent changes to Dispersal Patterns?

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