Captain
Join Date: Nov 2012
Posts: 1,416
# 121
01-28-2013, 11:02 AM
Quote:
Originally Posted by broken1981 View Post
they cant be, you get hit by a 7 sec debuff. that means no sheild regen for you. that also means its very hard to heal up your sheilds. also that means 1 volley and you have no sheilds. that also means i use a dp make 7 mines and i get to do it again 12 secs later. dp loves to reduce cd with these mines. i wonder if thats due to not able to have 2 of these mines? these mines really need to just be deleted. i dont mind losing rl$ in the process. for anyone that thinks these mines arent so bad just go into the hive with just 1 guy using dp1. what what happeneds to all the tact cubes and then the queen. heck just go into ka space elite and watch what it does to the boss.
The fixed I was referring too is them sharing a global cooldown with tachyon beam.

I think the mines need to do either shield damage or shield resistance/regen lowering but not both.
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.
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Captain
Join Date: Jun 2012
Posts: 1,474
# 122
01-28-2013, 11:16 AM
The Photonic Doff interaction w/the PSWTorp console is broken. Using 3 Purple photonic doffs the console cooldown seems to take effect 2x reducing the cooldown to ~45 seconds, then if a PSW is use the cooldown is reduced to ~12 seconds. I spent a good part of the weekend messing around w/this in the queues.

In the past it was stated by a former Dev 3 purple Doffs would be needed to achieve max effect by design. I think there are cases (such as photonic Doffs) this isn't the case mostly do to the Doff effects being triggered more than 1x per Doff equiped.

The KDF Vet ship console shield vamp ability has its cooldown reduced by Aux2Batt. This was fixed at somepoint but has come back. I'm not sure if it's the same for Fed ship shield vamp console ability.

The KDF Vet ship console gets stuck by trics similar to the weapons used to lock.

It's rare but there are times when BC becomes stuck in cloak. I'm not certain as to the cause since it's rare. I suspect it's b/c things get desynced/out of state. I'm able to use aux2batt to drop my aux to zero which causes decloaks, but some builds can't do this.

Iirc, Bort mentioned in another thread there was a VM/ET fix in the pipeline.

In the past it was reported Scrambled Sensors revealed cloaked allies to scrambled enemy ships. Has this been corrected?

Edit:

Just remembered hearing there maybe issues w/ES stacking better than it should.

Last edited by p2wsucks; 01-28-2013 at 12:16 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,747
# 123
01-28-2013, 01:19 PM
Quote:
Originally Posted by borticuscryptic View Post
FAW = See this thread. Should be fixed, and now will enter a tuning phase.
faw still wont be much of a damage buffing beam skill, in a battle firing un buffed beams at 1 target will be the best way to damage them. why is that ok for beams and not cannons?


Quote:
Originally Posted by borticuscryptic View Post
Tric Mines = Watch Tribble for an update in the near future. Short version: Cooldown reduction, without a DPS modification (less damage per hit/volley, more frequent launches).
oh thats interesting, so more often, less damage per. 30 second global is pretty long


Quote:
Originally Posted by borticuscryptic View Post
Temporal Set = I presume this is regarding Mine interaction? We've been trying to find a way to make Mines not activate if they're in the area affected by the Time Stop bubble. Work in progress.
that set is just annoying, and is to much of a saved from certain death ability. also, it lowers the cool down of captain abilities like SNB, now that aint right imo.


Quote:
Originally Posted by borticuscryptic View Post
Aegis Upgrade = Planned to be a part of any Crafting Update we undertake. Don't expect changes until then.
the entire crafting interface being in the rep system makes sense. a crafting overhawl short term would be as simple as putting craft-able items in it with mods that arent horrible. there is curently not a single thing worth crafting, the weapons are especially bad. acc and crtH mod combinations on all the weapons please. just have some one give good mods to the mkXI weapons that are craft able, especially to the AP weapons.


Quote:
Originally Posted by borticuscryptic View Post
Science Abilities Rebalanced = Ongoing review. Very large task. May come hand-in-hand with Tactical Ability changes. We don't feel like APs should affect Sci abilities, e.g.
good luck with that, the skills that provide resistance will always be a significant block to accomplishing this. VM is to powerful when doffed right now, i keep running into sci ships that can keep me vm'ed at all times, with only a break of a second or 2. with crew being a modifier to subsystem repair, its impossible to reliably resist vm. and only cruisers have room for ET.

tac skills buffing the damage of sci skills that deal energy or kinetic damage makes sense to me, and provides synergy with that captain/ship compo. there would be no reason to use those 2 things together if you took that away. it would also make the MVAM and breen ship station setup undesirable. a tac captain in a sci ship is also giving up an SNB and scan, its more valuable for a sci ship to be creating kill opportunities then dealing damage itself. a tac sci is not op, its overall usefulness is marginal, and a sci/sci is much more valuable to a team


Quote:
Originally Posted by borticuscryptic View Post
Tachyon Mines = Is this regarding the shared cooldown with Tachyon Beam? Fixed internally. Was there additional concern?
apparently the cooldown sharing is still an issue right now on holodeck. and these mines can be quite OP, wile sci skills that strip shields do next to nothing. just double the effect of CBP and tach beam, they might be worth using then.
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Last edited by dontdrunkimshoot; 01-28-2013 at 01:25 PM.
Commander
Join Date: Jun 2012
Posts: 318
# 124
01-28-2013, 02:06 PM
Removing the benefits of Tac captain buff from sci skills would effectively remove that combo from being effective in end game pvp. However I dont think they should buff as high as they are going as my tac captain bad touch vesta can do horrible things to ships using some sci skills that a sci captain cant match. I think that a per power adjustment of just how much the tac damage boosts affect it would probably work out better than an on or off fix. Such as GWIII getting only 70% of the damage boost. TBRIII getting 55% and so on.
Career Officer
Join Date: Jul 2012
Posts: 1,127
# 125
01-28-2013, 02:31 PM
At this point I'm almost certain that the trico mine crits are broken because cryptic's RNG is using time to generate random. So if you hit the crit second on launch, they all crit, cause they all launched with the same number. You can see this will doffing, log on, switch to doffs and watch them load. If you get a good number you'll see 10+ crit in one second, then the next second nothing at all. Statistically extremely unlikely happens quite often on both postitive and negative, I've had 13 missions result in casualities at once too.

A fix to RNG will make the game a better place. Quite a few MMOs in the past have had similar issues.
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Commander
Join Date: Jun 2012
Posts: 270
# 126
01-28-2013, 07:21 PM
Quote:
Originally Posted by maicake716 View Post
However- I bet Pve'rs will still blame us for this.

Cryptic fixes FAW

Pver- "yay FAw got a buff!"

Cryptic adjusts FAW

Pver- "those damn pvprs ruined our FAW!"
Hahaha so true.
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Rihannsu
Join Date: Jun 2012
Posts: 3,210
# 127
01-28-2013, 07:48 PM
Quote:
Originally Posted by hroothvitnir View Post
Removing the benefits of Tac captain buff from sci skills would effectively remove that combo from being effective in end game pvp. [...]
No, it won't. It just will require to skill accordingly, just as with any other science ship captain.
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Career Officer
Join Date: Jun 2012
Posts: 881
# 128
01-28-2013, 08:03 PM
Quote:
Originally Posted by hroothvitnir View Post
Removing the benefits of Tac captain buff from sci skills would effectively remove that combo from being effective in end game pvp.
It's already not effective, as anyone who understands the game can attest to. There's a reason you don't see tac/sci being used in competent premade setups: no amount of tac powered debuffs are worth losing a set of science captain abilities over (the best debuff will always be SNB), and the increased DPS coming out of a science ship piloted by a tac doesn't come close to making up for losing two of the best defensive powers in the game -- science fleet and scattering field. Tactical initiative is a great skill for an escort, but completely worthless in a science vessel. In every single way, swapping out a sci/sci for a tac/sci is a bad trade that only noob teams make.

That's why I'm split on whether or not tactical abilities should give certain science powers a boost: On the one hand, by removing that dynamic you're making balance worse. On the other hand, you'd be forcing average players (smart players already wouldn't be caught dead in a tac/sci, dumb ones will never realize or care) to move out of fail builds, hopefully into something more effective.

In the end though, as it always does for me, better balance prevails. Leaving the interaction between tactical captain abilities and science powers alone gets my vote.

Last edited by hurleybird; 01-28-2013 at 08:11 PM.
Rihannsu
Join Date: Jun 2012
Posts: 1,702
# 129
01-29-2013, 12:38 AM
Once the tac buffs and sci skills are decoupled we might actually be able to move forward on sci skill re-balancing.

Therefore I m all for it. There is enough Tac only PvE content, sci/sci would like to play to. Having my commander skills matter a bit more, and actually having some choices there will be better for pvp, then just running the simple calculation of how many SNBs to bring for each opponents escort.
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Captain
Join Date: Nov 2012
Posts: 1,416
# 130
01-29-2013, 12:46 AM
Quote:
Originally Posted by hurleybird View Post
It's already not effective, as anyone who understands the game can attest to. There's a reason you don't see tac/sci being used in competent premade setups: no amount of tac powered debuffs are worth losing a set of science captain abilities over (the best debuff will always be SNB), and the increased DPS coming out of a science ship piloted by a tac doesn't come close to making up for losing two of the best defensive powers in the game -- science fleet and scattering field. Tactical initiative is a great skill for an escort, but completely worthless in a science vessel. In every single way, swapping out a sci/sci for a tac/sci is a bad trade that only noob teams make.

That's why I'm split on whether or not tactical abilities should give certain science powers a boost: On the one hand, by removing that dynamic you're making balance worse. On the other hand, you'd be forcing average players (smart players already wouldn't be caught dead in a tac/sci, dumb ones will never realize or care) to move out of fail builds, hopefully into something more effective.

In the end though, as it always does for me, better balance prevails. Leaving the interaction between tactical captain abilities and science powers alone gets my vote.
The issue is though Jorf that as cryptic releases more and more "exotic" Bo layouts the sci ship will be less and less important. Look at the breen cruiser. It has a cmdr tac slot and lt cmdr sci slot AND can load cannons. Take rapid fire and a fully specd Tbr2 and be a tac captain and its a force to be reckoned with.
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?
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