Career Officer
Join Date: Aug 2012
Posts: 139
# 41
01-23-2013, 05:46 PM
Quote:
Originally Posted by borticuscryptic View Post


* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
Bort there's actually another thing that threat does in PVP:

Torpedo objects (plasma bolts, heavy torps, etc) appear to retarget when their original target is killed based on previously generated threat levels of optional targets.

So, if you kill someone, then the torps "in the water" will go to their teammate with the highest threat level (within a certain range-not sure what it is).
Empire Veteran
Join Date: Jun 2012
Posts: 817
# 42
01-23-2013, 10:31 PM
Quote:
Originally Posted by ussultimatum View Post
I think this is untrue.

100% to 300% extra threat is fairly massive.

Any Cruiser dedicated to tanking is going to have at least some ranks in threat control, and this will be the leash that lets you yank NPC attention to you right away.

On top of this there are +threat consoles that you could slot if you really felt you weren't getting enough aggro (or can't slot APD).

If 6 to 9 ranks in threat control, +300% threat on use of APD, is not enough for any captain of any endgame ship - I think they'll need to make sure they are actually firing their weapons.
I know that.
I think you might have missed what I meant. And perhaps I didn't state it well.
I was meaning for cruiser captains when applying APD to OTHER players. Applying to yourself is great, extra threat, but applying it to other ships when you're the tank?? mmm

I suppose it would allow you to control team members threat levels better. Which'll be nice (new game mechanic!), but can be griefed with.

But being able to reduce others threat is a nicer way of being able to control it though, plus you can't grief with it. Just means the tank can't take the agrro off himself.
Thats why I was suggesting one that decreases threat when applied to others. Maybe when applied to others, decreases recipients threat and boost your own at same time?

APD is a great for cruisers, but they have a hard time getting the threat level up due to lacking dps.

Quote:
Originally Posted by ussultimatum View Post
Feel free to peruse the link in my sig for reasoning as to why APD is the best choice for a threat power.


Quick Summary:

> APB is already better than APD in nearly every way in PvE.
> APD grants resistance to the recipient as well as a debuff to the target(s) - and functions similar to Draw Fire on the ground without the actual Threat component.
> Stacks with APB and encourages different ship classes to carry different patterns for better synergy.
Agreed
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Empire Veteran
Join Date: Jun 2012
Posts: 3,070
# 43
01-23-2013, 10:47 PM
I could see scramble sensors being useful if it did something useful like actually scrambling sensors but pretty much its easy to tell who your teammates are. It may put more value if scramble sensors made you maintain weapons fire, change the look of ships in your weapons range, as well as change names of player and fleet so you can't really tell who is who during its duration.
Captain
Join Date: Dec 2012
Posts: 3,119
# 44
01-23-2013, 10:50 PM
Honestly Bort, I wish the equip limit was tied to power, not specialization. There's no reason to forbid equipping 1 Astrometrics Scientist that reduces transwarp cooldown and 1 that increases the chance of getting a particle trace at the same time.

Thanks for posting this thread though. Very useful.
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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 45
01-24-2013, 09:01 AM
Quote:
Originally Posted by eradicator84 View Post
I was meaning for cruiser captains when applying APD to OTHER players. Applying to yourself is great, extra threat, but applying it to other ships when you're the tank?? mmm
Agreed.

I just don't think there will ever be a reason to put APD on someone else in any PvE situation.

1) It's only a hull resist boost, not a heal.
2) A Cruiser tank with threat, and these doffs, and APD, and any kind of BO/BFAW/HYT/TS/etc is probably going to be able to yank threat back onto themselves at which point you want the resist buff on yourself in the first place.


Tossing APD on others is really just a waste of time, and this doff will turn it into an activatable taunt clicky of sorts.


You don't need to control or reduce other player's threat.

They can do that themselves with -threat control consoles, or you can simply out-threat them with a combo of items (Fleet Deflectors, Embassy consoles, Threat Control skill, APD-Taunt DOFFs) - and in some situations you might have a combination of the two.





Quote:
Originally Posted by mightybobcnc View Post
Honestly Bort, I wish the equip limit was tied to power, not specialization.
Being tied to Dept forces players to make trade offs, otherwise I could equip 2x Attack Pattern DOFFs and 3x Evasive Maneuvers DOFFs for a total of 5 Conn officers.


Now if you want to argue that it makes no sense that you can only slot 1 astrometrics scientist because being able to transwarp faster and collect more particle traces are far from any realistic game balance concerns - that's a different story.

Lt. Commander
Join Date: Jun 2012
Posts: 180
I, for one, will be preparing for when my teammates toss extra threat on to me with their AP:D boffs. Anyone who doesn't assume it will happen is being naive.


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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 47
01-24-2013, 02:34 PM
Quote:
Originally Posted by synkr0nized View Post
I, for one, will be preparing for when my teammates toss extra threat on to me with their AP boffs. Anyone who doesn't assume it will happen is being naive.

My cruiser goes into SB 234 with 6 ranks of threat control and BFAW anyway, the whole team could toss threat on me and it wouldn't change anything.

As for escorts, you can only aggro things you are actually shooting and I've never been in SB 24 as an Escort without full threat of whatever I was shooting.

DHCs + CSV = the original threat control.

Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 48
01-24-2013, 02:53 PM
The ground research lab scientist is bugged.

Last edited by diogene0; 01-24-2013 at 03:16 PM.
Captain
Join Date: Jun 2012
Posts: 744
# 49
01-24-2013, 03:11 PM
Quote:
Originally Posted by mikiiy View Post
* 20% is anything but "a small chance" for such a total overpowered nonsense to happen. Can we use 3 of that doff? will it help with the chances to proc even?

* 6 seconds duration is quite a bit long on ground too.. i somewhat expect a tac with that bubble up to wipe half if not all of a pug-team out with total impunity.

Lets see about counters..

- Drain abilities "like tachyon harmonic"... the only decent sci kit with tachyon harmonic that is being used in pvp is the borg medical analyzer.. the one thats not dropping anymore.

- Melee attacks -- melee isn't seen that much in pvp, a shotgun is almost always a better choice for close quarter combat.

so we are down to lunge, nades, mines, bomb and mortar spam.. most of that except lunge is easy to dodge so it shouldn't be hard to stay alive the whole 6 seconds of ubahness.
You can use three of the current Diagnostic Engineers (that boost damage with Equipment Diagnostics) so I suspect we will be able to use 3 of this DOff. And if it's like other DOffs, that means three 20% chances for a bubble every 12 seconds.

I was excited because I have an engineer that I've been using the Equipment Technician on, but your post about buffing Tacs is certainly something to think about. Something terrifying.

As far as mines go... the description (copied from STO wiki but I think the same in game) says: "Shields drastically reduce the effects of kinetic damage". So that really leaves lunge as a viable counter.
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Commander
Join Date: Jun 2012
Posts: 461
# 50
01-24-2013, 08:27 PM
This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes

Last edited by pwebranflakes; 01-24-2013 at 08:45 PM.
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