Career Officer
Join Date: Jun 2012
Posts: 879
# 131
01-29-2013, 01:30 AM
Quote:
Originally Posted by maicake716 View Post
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.
I'll be worried once Cryptic releases the equivalent of the bugship escort with high level science slots, but not before then. If a team wants to give up a bugship, wells, or recluse (hands down the best DPS, science, and healing platforms in the game) in order to slot a breen ship, then all the power to them.
Captain
Join Date: Nov 2012
Posts: 1,416
# 132
01-29-2013, 02:35 AM
Quote:
Originally Posted by hurleybird View Post
I'll be worried once Cryptic releases the equivalent of the bugship escort with high level science slots, but not before then. If a team wants to give up a bugship, wells, or recluse (hands down the best DPS, science, and healing platforms in the game) in order to slot a breen ship, then all the power to them.
i can see that layout happeneing with a romulan escort.

cmdr sci, lt cmdr tac, lots of science consoles, high turn, battle cloak....

tell me you dont see something crazy like that acutally happeneing with the way the game is going now.

go ahead and tell me
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?
Lieutenant
Join Date: Jun 2012
Posts: 37
# 133
01-29-2013, 03:53 AM
Quote:
Originally Posted by maicake716 View Post
i can see that layout happeneing with a romulan escort.

cmdr sci, lt cmdr tac, lots of science consoles, high turn, battle cloak....

tell me you dont see something crazy like that acutally happeneing with the way the game is going now.

go ahead and tell me
That would be one mean machine indeed, stacking it with Romulan consoles, also probably some new crazy console would come with it.
Career Officer
Join Date: Jun 2012
Posts: 1,562
# 134
01-29-2013, 04:30 AM
Quote:
Originally Posted by borticuscryptic View Post
Good News:

I managed to squeeze in a few cycles in between other priorities, and spent some time today on the concept of rebuilding Fire At Will.

Bad News: (?)

Based on a series of tests I just performed, Fire at Will appears to completely inherit Accuracy stats from both the Captain, and any associated items.

------

I know a few folks here have run parses of combat logs, and performed tests of their own. Care to lend a hand in reproducing the reported Fire at Will issue? Because according to the steps I just took, there is no bug.

Here's how I was testing:

1) Give an NPC a +1000 Defense buff.
2) Fire at Will, and observe the miss-tastic light show.
3) Give myself a +1000 Accuracy buff (power-based, and equipment-based, in separate tests)
4) Fire at Will, and observe nearly every shot land as if neither of the above buffs were in place.

CONCLUSION: Fire at Will is using player and equipment Accuracy boosts when calculating its chance to hit.

So... where does that leave us?
Outside your office window with flaming torches, picks and shovels.
Join Date : September 2010. Boldly going forward because Cryptic forgot reverse.
I am currently unsupervised, anyone who knows me will tell you that this will most likely lead to trouble. =3
Non stop crashing and epic lagging are helpful in telling me it's time for bed or to go outside and get a life.
Career Officer
Join Date: Jun 2012
Posts: 1,725
# 135
01-29-2013, 04:56 AM
^

http://sto-forum.perfectworld.com/sh...=525111&page=9

They're making progress and have found the bug affecting FAW.

We only have to wait now.


Click here and here if you are interested in learning more about PvP.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 136
01-29-2013, 06:05 AM
Quote:
Originally Posted by hurleybird View Post
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.
I agree with Jorf.

I don't think decoupling Tac powers from boosting Sci abilities makes sense from a balance standpoint.


Quote:
Originally Posted by sophlogimo View Post
No, it won't. It just will require to skill accordingly, just as with any other science ship captain.

Where does it stop then?

Should Tac powers not boost Warp Plasma as well, how about BFAW as it's primarily a Cruiser skill?

Should you not be able to use SNB followed by CRF? Maybe SNB puts all cannon abilities and torp abilities onto a 30s to 60s hard cooldown?

Maybe Eng powers should be half as effective in an Escort or Sci ship? (No, because that would be silly, which is the point I'm getting at).


These things make about as much sense to me as decoupling Tac captain abilities from boosting Sci power damage output. DHCs are primarily a Tac/Escort weapon, so why should you be able to SNB followed by CRF? (I'm being facetious here).


A Sci skill re-balancing should focus on the things that Sci should be doing well - control, debuff, debilitate and shield stripping/weakening in a way that isn't just an alternative form of damage.

If Sci skills are rebalanced around those things and not being alternative forms of damage like I think a lot of people want them to be, then it no longer matters if the Tac can pop every big CD power they have, it's not going to control, debilitate or debuff the enemy any better.


The real trick is making the Sci captain be the one that is particularly good at boosting those powers in some way, I don't see that happening without some changes or alterations to existing Sci Capt Career powers.

For Eng, since we're sidetracked anyway, I think the first step is to make MW and RSF be castable on others - and then hopefully this BFAW fix will boost Eng as well.










Last edited by ussultimatum; 01-29-2013 at 07:46 AM.
Career Officer
Join Date: Oct 2012
Posts: 522
# 137
01-29-2013, 06:20 AM
Any news on:

- The unnecessarily huge drain on weapons power Beam Arrays have?
- Better balance between weapons modifiers? Maybe replacing +[DMG] with +[ProcH] (ie, increasing the rate at which weapon effects proc) - and making ACC less important?
- Increasing the strength of science related holds (viral matrix has been seriously nerfed), more debuffs?
- More bridge officer skills in general?
Lt. Commander
Join Date: Dec 2012
Posts: 127
# 138
01-29-2013, 07:53 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.
Oh please. The only reason Tac Sci hasn't completely replaced Sci Sci is because of the ''gentlemans agreement'' we all took to not use SNB doffs. If we were all willing to use them no one would ever take a science captain for anything beyond 1. Sci would become the pre f2p engineer, only taken by 1 player to supplement the teams assets.
Tac Sci hasn't been a power either since the kick to the crotch of PSW3, unless someone carries SNB doffs on it.


Cryptic should leave Tac Sci's buffing alone. For one thing it completely hoses the MVAM (Like it needs another kick in the nuts ) to remove it, for another, it makes the already tenuous at best Tac Sci combo completely useless in pvp.

If anything Cryptic should make sci captains capable of making the debuff aspects of their powers stronger. Instead of a damage reduction booster, scattering field should make sci debuffs stronger, to counter the insane 50 percent + resistances that the skill tree provides, that any even half competent player will be speccing into.

Last edited by mavhax; 01-29-2013 at 08:53 AM.
Captain
Join Date: Jun 2012
Posts: 1,294
# 139
01-29-2013, 09:19 AM
Quote:
Originally Posted by magniacapra View Post
Any news on:

- The unnecessarily huge drain on weapons power Beam Arrays have?
- Better balance between weapons modifiers? Maybe replacing +[DMG] with +[ProcH] (ie, increasing the rate at which weapon effects proc) - and making ACC less important?
- Increasing the strength of science related holds (viral matrix has been seriously nerfed), more debuffs?
- More bridge officer skills in general?
Agreed on the weapons drain - almost 0 power at times for no reason especially on 8 beam faw cruisers.

Instead of replacing the dmg mod, make it worth while?

Viral matrix needs a buff?? Your kidding right?? If anything it needs to be toned down especially with the Viral DOFFS.
Grav Well is good on holds right now with the right skills and consoles. Seems like it might of had a buff silently somehow.

Need to resolve the current Bridge Officer ability issues before new ones can be added.

The thing that definitely need fixing is the random visual disappearance of theta radiation, warp plasma, grav wells and tykens. Really annoying when you run into that and cant see it.
Captain
Join Date: Jun 2012
Posts: 1,122
# 140
01-29-2013, 09:30 AM
Quote:
Originally Posted by borticuscryptic View Post
Progress!

With the assistance of one of our Programmers, we think we've uncovered the issue at hand.

Suffice it to say, Enhancements from weapons (like [Acc] mods, but also includes [Dmg], [CrtD], etc, as well as Procs) aren't being properly inherited by all powers in all circumstances. I'm hesitant to post more details than that until we have a working fix, which is unlikely to happen internally until next week at the earliest.

So, stay tuned! I'll let you all know what's going on, once we have made more progress internally.
Does this explain why CRF causes the Critical Severity to down to 60% when it was 70% prior to hitting the buff?
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