Career Officer
Join Date: Jun 2012
Posts: 223
# 81
01-28-2013, 03:55 PM
I think this is the most annoying thing ever added in the game especially when trying to 1vs1 someone you can only target someone for 2 seconds every 5 seconds... yea good skill to add fail!
Commander
Join Date: Jun 2012
Posts: 259
# 82
01-28-2013, 05:11 PM
What about disabling placates when abilties that they affect (such as tractor beam) are being used as part of the abilty (e.g. tractor beam disables placates as it does cloak). To my knowlege that would only affect PvP and not PvE. Although if tractor beams NPCs use are the same as Players this would not work.

Starfleet M.A.C.O. KDF Honour Guard
Captain
Join Date: Jul 2012
Posts: 1,971
# 83
01-28-2013, 06:40 PM
Make placates resistible.

Resist chance based on Starship Sensor skill, perhaps Starship Stealth skill opposing. Hijack the Accuracy/Defense code to make this much faster to implement.
Captain
Join Date: Nov 2012
Posts: 1,414
# 84
01-28-2013, 07:26 PM
Quote:
Originally Posted by wesleycrasher View Post
Twenty seconds is a long time in a space fight. Bort just said the current immunity doesn't even work properly, so why not wait to see how 12 second immunity actually works out before spitting out this kind of hyperbole.
12 seconds is too short, all duration based abilities will have a very tiny window of oppertuninity if its only 12 seconds.
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Career Officer
Join Date: Jun 2012
Posts: 876
# 85
01-28-2013, 07:48 PM
Quote:
Originally Posted by maicake716 View Post
12 seconds is too short, all duration based abilities will have a very tiny window of oppertuninity if its only 12 seconds.
The chances of being immediately proc'd exactly after the 12 second immunity is up is minuscule. Don't overreact, mai. If for whatever reason 12 seconds is still too short after the change we can always petition to make it longer, rather than risk throwing the baby out with the bathwater right away.
Career Officer
Join Date: Jun 2012
Posts: 223
# 86
01-28-2013, 08:13 PM
the resist seams to only effect that placate not all if them so if someone has khg and romulan passive you get hit by the romulan one then a few sec later the khg goes off on you then the romulan one again. Only because i ran into people i can only target for about 2 to 3 seconds then they disappear again.

Am i wrong on that?
Captain
Join Date: Jun 2012
Posts: 1,395
# 87
01-29-2013, 07:42 AM
Quote:
Originally Posted by hurleybird View Post
The chances of being immediately proc'd exactly after the 12 second immunity is up is minuscule. Don't overreact, mai. If for whatever reason 12 seconds is still too short after the change we can always petition to make it longer, rather than risk throwing the baby out with the bathwater right away.
Actually the chances of proccing are relatively high, especially in conjunction with the Adapted KHG shield (which has some absurd base proc chance of ~20% on any energy damage). You have someone with ~6 - 8 weapons reared and their base crit is 2.5% bare minimum, and trivially much higher. It's the same reason no one claims that phasers don't proc enough even though the tooltip reads a seemingly paltry "2.5%".

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Nov 2012
Posts: 1,414
# 88
01-29-2013, 09:00 AM
Quote:
Originally Posted by hurleybird View Post
The chances of being immediately proc'd exactly after the 12 second immunity is up is minuscule. Don't overreact, mai. If for whatever reason 12 seconds is still too short after the change we can always petition to make it longer, rather than risk throwing the baby out with the bathwater right away.
heres the problem though, the moment you get an open chance for a placate on a proc. it happens.

that 20% chance to proc on a crit is complete bs as it always seems to proc on the first available crit.

they need to either lower that % to 5% or increase the immunity timer.
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Career Officer
Join Date: Nov 2012
Posts: 108
# 89
02-01-2013, 02:16 PM
When deciding what to do with the T4 Placate proc I think you should be very careful you don't nerf science abilities / captains / ships even MORE by making the post T4 placate give you immunity to ALL placates instead of T4. In any PVP battle nearly everyone is coming off T4 placate with the 12 second immunity as it is, cause it procs SO often (thank you escorts with near 20%+ crit chances.) Making it a global immunity to ALL placates makes 2 more science skills completely and utterly useless.
-- jam sensors
-- charged particle burst (with 3 purple doffs 60% chance)

The proc is just too powerful not because I can't fire at the opponent for 2 seconds, but because I LOSE THE TARGET. This breaks so many skills including the last reason to ever run a sci ship -- Sensor Analysis. You simply cannot build up sensor analysis vs anyone who has this proc, and that's just wrong.

I don't favor any class, I have 9 chars, 3 of each type and enjoy them all but escort is clearly favored by the designers, with engineering and sci forgotten. Science I feel has the most chance actually express itself through unique builds except that it is totally ruined with every patch. Subnuc doffs take away our class-defining skill and give it to escorts? Really? 5 Human "Leadership" BOFFs turns a fully spec'd viral matrix 3 commander level sci ability from 14.5 seconds down to 3 seconds? Really? Can I have a BOFF trait that makes me immune to 90% of cannon fire then to even the field?

Ignoring all of that. My idea to fix the placate proc.
-- Reduce it to 1.0-2.5% chance proc on crit
-- Keep the T4 placate ONLY immunity but extend it to 60 or 120 seconds
-- Do not have the T4 placate break target, this is by far what makes it so OP. 2 seconds of no target and another couple trying to reacquire it before it proc's again. Maintaining target lock so it doesn't break Sensor Analysis or other abilities is definitely needed.

Alternatively throw the whole T4 placate into the trash bin and come up with something else for that slot. An accuracy debuff on the target seems FAR more reasonable.

Last edited by falkor2010; 02-01-2013 at 02:25 PM.
Captain
Join Date: Jun 2012
Posts: 1,395
# 90
02-01-2013, 02:58 PM
I'm in complete agreement with pretty much everything you've said down to the last letter, friend. In fact it wasn't my idea to use some kind of global placate immunity to solve this; personally I'd prefer just dumping the Tier 4 placate from the game altogether.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:10 AM.