Rihannsu
Join Date: Jun 2012
Posts: 308
# 51
01-30-2013, 05:54 AM
while I agre bug is powerfull I can contest it is killible, im more worried about debuffs and trics.
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Captain
Join Date: Jun 2012
Posts: 1,354
# 52
01-30-2013, 06:11 AM
Mines are being worked on, so not gonna bother no more. Bug has been discussed and that part of the thread is becoming boring. Escorts need to be balanced. Debate is again becoming boring now

One thing that has not been discussed are the drain buiods in the game. Siphons / siphon drones are just too powerful. Leaving virtually all systems at 0 isnt op, its broke plain and simple. Really needs a dose of looking at.
aka NazHuggyBear2

"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
Rihannsu
Join Date: Jun 2012
Posts: 1,730
# 53
01-30-2013, 06:15 AM
Quote:
Originally Posted by naz4 View Post
Mines are being worked on, so not gonna bother no more. Bug has been discussed and that part of the thread is becoming boring. Escorts need to be balanced. Debate is again becoming boring now

One thing that has not been discussed are the drain buiods in the game. Siphons / siphon drones are just too powerful. Leaving virtually all systems at 0 isnt op, its broke plain and simple. Really needs a dose of looking at.
I already copied a toon to tribble for some siphon testing. Last i used them they were relatively ineffective. Leech, Siphons and Tykens could be shrugged off easily, is there something that i missed? Or are we still discussing the problem that 1x Siphon drones, is better then any dedicated sci drain build including fancy doffs ever will be (think fed sci boats -Vesta)?
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Starfleet Veteran
Join Date: Jun 2012
Posts: 3,337
# 54
01-30-2013, 06:25 AM
Things that I believe need a fix:

  • Tactical Team's Shield Redistribution. Too much, and on the other hand, too much needed. How about removing that ability from Tactical Team and greatly speeding up manual shield redistribution? Many other ideas about how to fix it float around, too, including a separate "Shield Redistribution" power.
  • Emergency Power To Shields vs the other Emergency Power to X powers. Why is it so much better than the others? Now, toning it down may not be a good idea, given the state of the game, but how about giving the other Emergenxy Power abilities similar bonuses? Engines: Lasting Speed buff; Auxiliary: Lasting Heal, Sci ability, Sci Resistances, and Sensor Buff; Weapons: Lasting Damage Buff that offsets a target's Emergency Power To Shields of the same level (so that they cancel each other out).
  • Beam weapons. You will, courtesy of the Jem'Hadar Dreadnought, find a few recent threads that show how underwhelming they are. Anyone who needs a link for such a thread, PM me, I can drop you some. It all boils down to energy drain, IMO. Edit: Not all. There is this strange lack of a "broadside vs one target" beam power.
  • The random number generator of STO seems to be based on timestamps. That's obviously broken, because it means that everything crits at once, or not at all.
  • NPC (for PvP: carrier pet, photonic fleet and fleet support) energy weapon damage too low, probably because they do not use full weapons power or something like it.
  • Hazard Emitters counters basically everything and is the most effective hull heal. Can it make up its mind what of these two it actually wants to be, please?

With these issues resolved in a sensible manner (which could be entirely different from the proposals I put in there), I think a lot, a great lot, would be won.
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Last edited by sophlogimo; 01-30-2013 at 07:06 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,761
# 55
01-30-2013, 06:31 AM
And to keep on the Tac Team trend of discussion:


Reduce Tac Team's ability to debuff clear to 5 seconds.


Sci Team and Eng Team have a 5 second duration to clears, etc, so should Tac Team.


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Career Officer
Join Date: Jun 2012
Posts: 1,761
# 56
01-30-2013, 06:37 AM
Quote:
Originally Posted by sophlogimo View Post
[*] Emergency Power To Shields vs the other Emergency Power to X powers. Why is it so much better than the others? Now, toning it down may not be a good idea, given the state of the game, but how about giving the other Emergenxy Power abilities similar bonuses? Engines: Lasting Speed buff; Auxiliary: Lasting Heal, Sci ability, Sci Resistances, and Sensor Buff; Weapons: Lasting Damage Buff that offsets a target's Emergency Power To Shields of the same level (so that they cancel each other out).
Agreed on this one. Give those other EPTX powers an extra boost that lasts for its duration.


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Captain
Join Date: Jun 2012
Posts: 1,354
# 57
01-30-2013, 06:41 AM
Quote:
Originally Posted by sophlogimo View Post
Things that I believe need a fix:

  • Tactical Team's Shield Redistribution. Too much, and on the other hand, too much needed. How about removing that ability from Tactical Team and greatly speeding up manual shield redistribution? Many other ideas about how to fix it float around, too, including a separate "Shield Redistribution" power.
  • Emergency Power To Shields vs the other Emergency Power to X powers. Why is it so much better than the others? Now, toning it down may not be a good idea, given the state of the game, but how about giving the other Emergenxy Power abilities similar bonuses? Engines: Lasting Speed buff; Auxiliary: Lasting Heal, Sci ability, Sci Resistances, and Sensor Buff; Weapons: Lasting Damage Buff that offsets a target's Emergency Power To Shields of the same level (so that they cancel each other out).
  • Beam weapons. You will, courtesy of the Jem'Hadar Dreadnought, find a few recent threads that show how underwhelming they are. Anyone who needs a link for such a thread, PM me, I can drop you some. It all boils down to energy drain, IMO.
  • The random number generator of STO seems to be based on timestamps. That's obviously broken, because it means that everything crits at once, or not at all.
  • NPC (for PvP: carrier pet, photonic fleet and fleet support) energy weapon damage too low, probably because they do not use full weapons power or something like it.
  • Hazard Emitters counters basically everything and is the most effective hull heal. Can it make up its mind what of these two it actually wants to be, please?

With these issues resolved in a sensible manner (which could be entirely different from the proposals I put in there), I think a lot, a great lot, would be won.
Nothing wrong with hazard emitters. It would have been op if it had the same cool down as team abilities however its 3 times longer factoring in doffs. Based on that alone, the eng team specd right can do 45+k healing vs approx 30k of hazards in same time frame. And no hazards dont debuff everything and isnt the most powerful hull heal.
aka NazHuggyBear2

"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles

Last edited by naz4; 01-30-2013 at 06:46 AM.
Captain
Join Date: Jul 2012
Posts: 2,192
# 58
01-30-2013, 06:43 AM
Quote:
Originally Posted by snoge00f View Post
Agreed on this one. Give those other EPTX powers an extra boost that lasts for its duration.
Maybe give Emergency Power to Weapons a +weapon drain resistance buff for whole duration ? That is two birds with one stone. It would help cruisers to manage beam drain, would make version II and III more interesting and would give secondary benefit to EptW.

Emergency Power to Engines could give straight turn rate bonus. +1/+2/+3 and it would still not be OP, because of the cost of the slot.

Emergency Power to Aux could boost resistance skills - if they actually did something lol.
Career Officer
Join Date: Jun 2012
Posts: 1,761
# 59
01-30-2013, 06:44 AM
Quote:
Originally Posted by dalnar83 View Post
Maybe give Emergency Power to Weapons a +weapon drain resistance buff for whole duration ? That is two birds with one stone. It would help cruisers to manage beam drain, would make version II and III more interesting and would give secondary benefit to EptW.

Emergency Power to Engines could give straight turn rate bonus. +1/+2/+3 and it would still not be OP, because of the cost of the slot.

Emergency Power to Aux could boost resistance skills - if they actually did something lol.


My beam excelsior would love that EPTW buff.


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Last edited by snoge00f; 01-30-2013 at 06:47 AM.
Captain
Join Date: Jun 2012
Posts: 1,354
# 60
01-30-2013, 07:04 AM
Quote:
Originally Posted by havam View Post
I already copied a toon to tribble for some siphon testing. Last i used them they were relatively ineffective. Leech, Siphons and Tykens could be shrugged off easily, is there something that i missed? Or are we still discussing the problem that 1x Siphon drones, is better then any dedicated sci drain build including fancy doffs ever will be (think fed sci boats -Vesta)?
The whole drain thing needs work.
aka NazHuggyBear2

"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
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