Career Officer
Join Date: Dec 2012
Posts: 682
# 31
02-01-2013, 05:16 PM
Effect: Cooldown Recharge Debuff (e.g. SNB, Temporal Inversion Field)

Problem: The cooldown debuff also affects DHC cooldowns. (But it doesn't affect beams iirc.)
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Captain
Join Date: Jun 2012
Posts: 1,308
# 32
02-02-2013, 05:26 AM
Seems like with all the qqing of the past about broken stuff, the list isn't as big as I thought it would be.

This might be a shorter than expected work to list for cryptic. Should only take a week or so to put right with the way bort is going
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
Starfleet Veteran
Join Date: Jun 2012
Posts: 358
# 33
02-02-2013, 07:29 AM
The bit about Tachyon Beam is extremely vague. Power Insulators are a very potent, low-investment skill, and nearly every endgame set deflector offers additional points in them. However, resistances aren't the only thing wrong here. The root cause of all of Tachyon Beam's problems is that the ability itself is just incredibly weak to start with.

Tachyon Beam III with 125 auxiliary power, six points in Flow Capacitors, and a [Console - Science - Flow Capacitor Mk XI], will maybe drain 380 shield HP per pulse. Mind you, this is before we factor in any resistances from Power Insulators. For a single-target ability, this is complete garbage. Its field of fire is very limited, and non-Vesta Science Vessels are already the weakest combat ships in the game. With holds being the mess they are at present, Science Vessels need all the help they can get to pierce a player's shields.

What I propose is this:

Change the drain to work by percentage instead of flat HP. With this, a Captain fully skilled and fitted with Flow Capacitor consoles would be able to remove a significant amount of shield HP. Let's say it maxes out at 5% per pulse at rank 1, 7.5% per pulse at rank 2, 10% per pulse at rank 3. For the sake of convenience, assume that the average Power Insulator loadout reduces each rank's effectiveness by half.

Now, specialized Science Vessels have a potent shield stripping tool to compliment their lacking firepower, but can only use it within a 90-degree arc. Great in numbers, not too effective against Escorts, but excellent for opening up Cruisers.

Last edited by starboardnacelle; 02-02-2013 at 07:31 AM.
Captain
Join Date: Jun 2012
Posts: 1,308
# 34
02-02-2013, 08:37 AM
Quote:
Originally Posted by starboardnacelle View Post
The bit about Tachyon Beam is extremely vague. Power Insulators are a very potent, low-investment skill, and nearly every endgame set deflector offers additional points in them. However, resistances aren't the only thing wrong here. The root cause of all of Tachyon Beam's problems is that the ability itself is just incredibly weak to start with.

Tachyon Beam III with 125 auxiliary power, six points in Flow Capacitors, and a [Console - Science - Flow Capacitor Mk XI], will maybe drain 380 shield HP per pulse. Mind you, this is before we factor in any resistances from Power Insulators. For a single-target ability, this is complete garbage. Its field of fire is very limited, and non-Vesta Science Vessels are already the weakest combat ships in the game. With holds being the mess they are at present, Science Vessels need all the help they can get to pierce a player's shields.

What I propose is this:

Change the drain to work by percentage instead of flat HP. With this, a Captain fully skilled and fitted with Flow Capacitor consoles would be able to remove a significant amount of shield HP. Let's say it maxes out at 5% per pulse at rank 1, 7.5% per pulse at rank 2, 10% per pulse at rank 3. For the sake of convenience, assume that the average Power Insulator loadout reduces each rank's effectiveness by half.

Now, specialized Science Vessels have a potent shield stripping tool to compliment their lacking firepower, but can only use it within a 90-degree arc. Great in numbers, not too effective against Escorts, but excellent for opening up Cruisers.
Thanks for the feed, however we don't want solutions until we get asked for it as per what Bort asked.
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
Captain
Join Date: Jun 2012
Posts: 824
# 35
02-02-2013, 01:30 PM
Quote:
Originally Posted by naz4 View Post
Thanks for the feed, however we don't want solutions until we get asked for it as per what Bort asked.

Technically he said not to propose solutions because people tend to ignore stating the problem in favour of ruminating over solutions.
Career Officer
Join Date: Jun 2012
Posts: 597
# 36
02-02-2013, 03:13 PM
Quote:
Originally Posted by devorasx View Post
APO and defense tied to speed Naz. Add them.
there is a reason defense is tied to speed..........

while we are at it, please make sci team 5 sec duration work against sub nuke please.

Last edited by broken1981; 02-02-2013 at 03:39 PM.
Career Officer
Join Date: Dec 2012
Posts: 682
# 37
02-02-2013, 03:54 PM
Boffs / Gear /Reputation: Varous things

Issue: There are many shipclass-agnostic things that provide a huge amount of innate resists and regeneration (both hull and shields) to any ship hat equips them which completely negate pressure damage and lead to a situation where the only kills in a premade vs premade situation are super spike kills from 100% to 0% health that happen with tons of tac buffs and multiple subnukes in a timeframe of just a couple of seconds. This invalidates any damage-dealing builds that are not based on SNB or massive spike damage.
http://hilbertguide.com
Lt. Commander
Join Date: Jun 2012
Posts: 225
# 38
02-03-2013, 03:47 AM
no one mentions the disparity between trico torpedo and mine. not only mines do insanely more damage, they dont self dmg. the only POSSIBLE fixes are either make mines do self dmg too, or remove self dmg from trico torp.
Rihannsu
Join Date: Jun 2012
Posts: 1,527
# 39
02-03-2013, 07:53 AM
Abilities:
Tactical Team 1, Polarized Hull 1, Tractor Beam 1, Emergency power to Aux 1, Emergency power to Engines 1

Issue: Listed powers all provide enough of a buff at an Ensign slot causing using higher slots unnecessary. Perhaps a slight tone down of those buffs is necessary.

Ability:
Tactical team 1 Shield Distribution

Issue: Tactical Team 1 Shield Distribution effect works too well, causing Tactical team 2 and 3 to be completely unnecessary. Also, Tactical team 1 is a power too important to EVERY build in both PVE and PVP. May need adjusting.

Item: Dual Heavy Cannons
Issue: Dual heavy Cannons provide too much upfront damage when compared to all other weapons. It also makes Dual Cannons useless. Which are supposed to do the same "DPS" as Dual Heavies.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,527
# 40
02-03-2013, 08:06 AM
Ability: Engineer's Nadion Inversion

Issue: Becomes disabled if weapons get disabled. Effect provided does not seem as useful as it should be. Could use tweeking or changing.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
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