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Commander
Join Date: Jun 2012
Posts: 255
# 71
02-24-2013, 10:43 PM
Quote:
Originally Posted by archoncryptic View Post
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
If only there was a test server to compliment the preview server, we could aid you by also testing.
Lieutenant
Join Date: Jul 2012
Posts: 59
# 72
02-24-2013, 11:01 PM
My question is for a bundle pack why is the ship just overall patheticaly weak. no matter what you do you can not get around the fact any jem attack ship, fleet advanced escort, or even a fleet patrol has higher survival and more dps.....so whats the point........???? i want my money back!
Lieutenant
Join Date: Jul 2012
Posts: 49
# 73
02-25-2013, 05:04 AM
Quote:
Originally Posted by resistance9 View Post
My question is for a bundle pack why is the ship just overall patheticaly weak. no matter what you do you can not get around the fact any jem attack ship, fleet advanced escort, or even a fleet patrol has higher survival and more dps.....so whats the point........???? i want my money back!
Wut.

It has the same boff layout as a patrol escort/steam runner and more dhc space and its weaker and less dps.... ?

What is this I don't even
Career Officer
Join Date: Jun 2012
Posts: 2,110
# 74
02-25-2013, 05:22 AM
Quote:
Originally Posted by archoncryptic View Post
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
The Overload need more than a slight buff, as it stands it is pathetic. I can get far more from DBB with BO3 every single time. The Andorian phasers have an accuracy issue too (there's another thread about that I saw earlier). The wing platforms do nothing, zero dmg that I can see anywhere and die as soon as looked at by an enemy or go anywhere near a GW. The Tachyon blast seems to do nothing at all too.

Why make all these wonderful consoles that sound fantastic only for the customers to be bitterly disappointed and dump them within the first hour. Go into any pvp match and see how many Andorians are running weapon platforms, I will pay you a dollar for everyone you see.

The ship is fine, a great addition to the range but the special powers/abilities suck big time, the ship itself is trounced by the JHAS and I dare say any other good escort in PvP as long as it can stay out of it's arc, and with it's slow (relatively) turning circle that's not difficult.

Pleased you are looking at this, but the word in the game is if you really want an Andorian choose the one you want as the three pack is just not worth the extra 2500 Zen, you're losing money by giving us a failed build, so i really hope you can give it a bit more than a slight improvement, we want to see massive spike damage, massive shield drain and wing platforms that actually do something making them worth losing a console slot over.

Thanks for your feedback.

Last edited by mattjohnsonva; 02-25-2013 at 05:34 AM. Reason: spelling
Lieutenant
Join Date: Jun 2012
Posts: 72
# 75
02-25-2013, 07:54 AM
When the tac console is activated and the cannon is actually charging, i couldnt use any skills for those 4 secs charge time, I needed to activate a battery and use my TSS and EPTS and they would not work until the cannon fired its shot, of course by the time that had happened my ship blew up because i couldnt use tac team at the crucial moment.
Career Officer
Join Date: Jun 2012
Posts: 2,110
# 76
02-25-2013, 07:59 AM
Quote:
Originally Posted by holyhelmet View Post
When the tac console is activated and the cannon is actually charging, i couldnt use any skills for those 4 secs charge time, I needed to activate a battery and use my TSS and EPTS and they would not work until the cannon fired its shot, of course by the time that had happened my ship blew up because i couldnt use tac team at the crucial moment.
Yep Holy, this is one of the changes, supposed to be dropping to 2 seconds and a bit more boost.

As it stands the enemy either kills you, is killed by someone else or recharges it's shields!
Lieutenant
Join Date: Jun 2012
Posts: 72
# 77
02-25-2013, 08:38 AM
I dont see why we cant use any skill what so ever while its charging. Surely the charge is taken from the weapons. Why cant shields etc work as they would normally do.

At the moment the console is sat in my inventory and the weapons themselves aren't far behind it with a weapon from the fleet store or the exchange to replace it. Seems that sometimes it doesnt fire when it should. Seems to have a random glitch where its cd goes to a random time.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 78
02-25-2013, 12:12 PM
Quote:
Originally Posted by bottle0rum View Post
I'm having the same issue. Every time I use rapid fire my Kumari wing cannons go from dealing ~5800 damage per hit to only dealing ~1100 damage per hit. All my other cannons damage is unchanged. The wing cannons apparently don't play well with boff cannon abilities AT ALL.
This is because while the normal attacks for the Wing Cannons are super slow and heavy on burst (much like torpedoes), the Rapid Fire mode hits much faster (the same rate of fire as a standard DHC).

A standard Wing Cannon attack hits about once every 3.75 seconds (it takes 0.75 seconds to activate and has a 3 second cooldown between shots).

When in rapid fire mode, you hit 4 times every approximately 2.2 seconds. That's 0.55 seconds per hit.

In the same time frame as you can hit once with a normal attack, you can hit approximately 6.8 times with Rapid Fire. This isn't exact, since you're not always going to be firing continuously, latency can cause minor alterations, etc.

But with your sample numbers of say 1100/shot with Rapid Fire, assuming you hit 6.8 times as fast, that'd be about equivalent DPS to hitting for 7500 in one shot. If your base damage is 5800, this shows a significant increase by switching to Rapid Fire.

Edit: To clarify, those sample numbers are not necessarily representative of the actual DPS difference between these abilities. I'm simply using the numbers in the example.

Last edited by archoncryptic; 02-25-2013 at 12:13 PM. Reason: Clarification
Lt. Commander
Join Date: Jul 2012
Posts: 113
# 79
02-25-2013, 01:22 PM
Is there any change planned for the firing rate of the platforms? At the moment the platforms fire only when the Wing cannons fire, and seeing as you said these weapons are designed to do less damage than a normal weapon, having these fire at such low rates makes them less than lovable.

Also can we have the platforms be locked in position to the sides of the ship and not behind and have them move a lot less. Or maybe have them circle around the Y axis. Kinda like Options, its annoying when your doing fast runs through exploding enemies and ur platforms stay so far behind they get stuck in explosions and warp core breaches.

One last thing that could be made to improve the platform is that when using the 3 console set the platforms also benefit from your shield repair and hull repair abilities. Whn you use it on you the effect also affects the platforms.

Oh and for gods sake lower the cooldown from 3 minutes to like 1 minute or something cause its ridiculous, when your doing dailies and missions that require map changing, you summon the platforms only to warp out and then bam 3m with no platforms. Its like you spend most of the time without being able to use the platforms when you are running regular missions.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 80
02-25-2013, 01:50 PM
Quote:
Is there any change planned for the firing rate of the platforms? At the moment the platforms fire only when the Wing cannons fire, and seeing as you said these weapons are designed to do less damage than a normal weapon, having these fire at such low rates makes them less than lovable.
I'm working on some optimizations to the AI on these to get them fire a little more consistently and cutting down their cooldown between shots a little. Their base damage per shot isn't being increased, but their rate of fire will be a little more consistent.

I'm also improving their Overload damage significantly.
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