Captain
Join Date: Jun 2012
Posts: 1,143
# 121
02-11-2013, 06:07 AM
Quote:
Originally Posted by cmdrskyfaller View Post
Hopefully these will get added to the list:


A- Hyper Plasma Torpedo under high yield has a 2 to 3 second delay before firing when the ship firing it is decloaking. In comparison, a regular plasma torpedo or the omega torpedo fire instantly as the ship decloaks.

Further observation shows the hyper plasma does not fire until the bird of prey's wings are fully folded down. Timer coincidence or related? who knows. The hyper plasma should fire at the same speed the other torpedoes do.

B- Reman set bonus to heavy torpedo defense and speed is highly insufficient. AI not only instantly targets+shoots them the moment they pop out of your ship but also the AI's Fire at Will beam attacks seems to have an instant preference to target the heavy torpedoes and mines instead of the ships which are much closer to it. Player FAW does not do this.

Would be nice if the defense was upped significantly.

C- Tachyon beam effectiveness in PvP is lacking (and PVE too for that matter). It would be very useful if it also prevented shield balancing (manual or from TT) for the duration of the beam.

D- If I use two High Yield 3's on my boff tray (same ability in two different boffs) and trigger both, the game displays a '2' in the high yield 3 icon. However, when I fire the very first torpedo it consumes both charges and does not provide any additional boost to that torpedo being fired. In essence, the second high yield is lost.

Would be great if it gave one torpedo a double boost or if it worked as it should and consume one charge per torpedo fired.

E- Omega torpedo under high yield/spread triggers a timer on the omega torpedo even though it has 4 charges left. Should it not trigger that timer only if you use up all the charges?

Or perhaps it would be better if the high yield/spread simply used up all the charges and the one shot fired have a 15% boost per charge? This alone would make omega unique and different compared to hyper plasma.

F- Related to E, the Omega torpedo fires one charge per click... which is quite annoying to use in a cloak-capable ship since you end up having to click fire on the silly thing manually (other ships keep it in autofire but then lose the charge-accumulating benefit).

Would it not be better to allow it to fire all charges in one click like hyper plasma does and have it kick in a 12 second reload timer when the last charge is used up?

G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?

H- Faction passive bonus that adds kinetic damage to energy weapons and torpedos (I forget the name): The math is off and biased to energy weapons. 2.5% proc chance per shot vs 5% per torpedo... a beam array fires 5 times per cycle, a cannon more than that. A torpedo fires once. Should the projectile proc rate be increased to 10%? Or perhaps could the ability be given a different proc for torpedoes? : 10% chance to apply 50% damage to shields. Now THAT would be grand.

I- Tricobalt mines are now seen out to 1km.. can they please at least be sped up in their activation time? The deploy (spread-out) animation should be halved and the timer to activate/cloak should halved.

J- Plasma fire green smoke tends to have a huge impact on FPS. Could it be changed to simply be green fires emanating from small hull sections rather than just a cloud of green? Im thinking the same fires-on-hull animation when your ships is extremely damaged or is spinning as its about to blow up..but green.

K- Passive shield regeneration bonus from reputation system (I forget the name again) on starships does not scale with ship shield power levels. I get it, a 700'ish shield regen per 6 seconds is nice but if it doesnt tie in with the ship power levels to scale up then it really is quite weak for such a high tier ability.
Are these PVP related? Cant figure that out. This list seems to be general issues that need addressing rather than PVP centric. Should it not be discussed or brought up elsewhere?
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; 02-11-2013 at 06:14 AM.
Captain
Join Date: Jun 2012
Posts: 1,143
# 122
02-11-2013, 06:08 AM
Quote:
Originally Posted by inktomi19 View Post
RCS Accelerator Consoles
Issue: Because the RCS consoles increase turn rate by a percentage rather than a fixed number, they have lower value to lower turn rate ships, sometimes to the point that the console gives no perceivable benefit in effectiveness. At the other end of the spectrum, ships with especially high turn rate gain even more benefit, making it impossible to close any perceived gaps in performance with gear.



Combat Impulse Engine
Issue: Does not provide any benefit at end-game power levels. For most captains it is impossible to lower engine power much below 50.



Hyper Impulse Engine
Issue: Too easy to run at high power levels at end-game making it easy to gain the benefit of Hyper engines. Most captains can run a ship at 125 in either Weapons or Aux (depending on the ship's focus) and still keep engine power at 70+. This compounds the effects of speed on defense as it is extremely easy to run a ship at a high enough speed to gain the maximum defensive bonus.




Power System Consoles (Booster Modulator, Plasma Distribution Manifold, Field Emitter, Injector Assembly)
Issue: The bonus power gained from these consoles is very low, and easily ignored, making them a poor choice as compared to other Engineering consoles.
Are these apart from the RCS and possibly Power System Consoles PVP related?
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; 02-11-2013 at 06:15 AM.
Captain
Join Date: Oct 2012
Posts: 661
# 123
02-11-2013, 06:28 AM
Think its more balanced related he is pointing at.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Captain
Join Date: Jun 2012
Posts: 1,143
# 124
02-12-2013, 04:21 AM
Ability: FAW

Issue: on activation of FAW, even though the weapons aren't firing, there is massive weapon power drain.

See youtube video
My skill Tree
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
Career Officer
Join Date: Jun 2012
Posts: 870
# 125
02-12-2013, 04:37 AM
As I told Naz after seeing this, the bug appears to be auto fire related. Auto fire is buggy in general and needs to be looked at.
Captain
Join Date: Jun 2012
Posts: 677
# 126
02-12-2013, 08:53 AM
Quote:
Originally Posted by hurleybird View Post
As I told Naz after seeing this, the bug appears to be auto fire related. Auto fire is buggy in general and needs to be looked at.
Yeah autofire has been bugged since I can remember :/ Something broke this even further lol
Captain
Join Date: Jun 2012
Posts: 1,143
# 127
02-13-2013, 07:49 AM
Any updates yet Borticus?
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
Lt. Commander
Join Date: Jan 2013
Posts: 141
# 128
02-13-2013, 08:39 AM
Quote:
Originally Posted by naz4 View Post
Are these apart from the RCS and possibly Power System Consoles PVP related?
(About the effectiveness the three types o impulse engine)

I think so. Speed plays a big role both in calculating defense and in positioning. Combat and Hyper engines were both designed with the idea that they'd trade high performance at certain power levels for low performance at others, but in practice you can't run at low enough power to use a combat engine, while you can run enough power for a hyper engine with only minimal sacrifice.

At the very least the combat engines shouldn't exist. They're in a few sets, but they have reduced effectiveness at all power levels since you can't go much below 50 at end game.

The only problem with the hyper engines is that their benefit isn't balanced by anything. I can run 125 weapon power, 90ish shield power, and 70 engine power full time on any ship. I'd be running similar power levels no matter what engine I used.

I guess it's a general 'gear' problem, but it effects people that either haven't learned much, or haven't had the chance to gear up. It just seems like an unnecessary barrier.
Captain
Join Date: Jun 2012
Posts: 1,143
# 129
02-13-2013, 07:17 PM
Quote:
Originally Posted by inktomi19 View Post
(About the effectiveness the three types o impulse engine)

I think so. Speed plays a big role both in calculating defense and in positioning. Combat and Hyper engines were both designed with the idea that they'd trade high performance at certain power levels for low performance at others, but in practice you can't run at low enough power to use a combat engine, while you can run enough power for a hyper engine with only minimal sacrifice.

At the very least the combat engines shouldn't exist. They're in a few sets, but they have reduced effectiveness at all power levels since you can't go much below 50 at end game.

The only problem with the hyper engines is that their benefit isn't balanced by anything. I can run 125 weapon power, 90ish shield power, and 70 engine power full time on any ship. I'd be running similar power levels no matter what engine I used.

I guess it's a general 'gear' problem, but it effects people that either haven't learned much, or haven't had the chance to gear up. It just seems like an unnecessary barrier.
Kk, will add general statement about normal engines beibg useless in pvp.
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
Lieutenant
Join Date: Jun 2012
Posts: 37
# 130
02-14-2013, 05:32 AM
Quote:
Originally Posted by naz4 View Post
Any updates yet Borticus?
I'm really curious what will happen with beams...

BTW, same thing hapenning to me with FAW, beams not firing, but massive energy drain.
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