Go Back   Star Trek Online > Support > Gameplay Bug Reports
Login

Notices

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 91
02-26-2013, 05:27 AM
Quote:
Originally Posted by milanvorius View Post
I don't care about turn rate, the thing can have a few weaknesses. If it were perfect then there is no room for the next ship. Really it makes sense, all weapon systems and platforms have their weaknesses, but tactics and doctrine is what can make a good weapon great and an great weapon elite.
Look, it's Sun Tzu! You could have made your case for what YOU want changed without spitting on what I want, brain-boy.
Ensign
Join Date: Jun 2012
Posts: 27
# 92
02-26-2013, 06:17 AM
Quote:
Originally Posted by chuckingram View Post
Look, it's Sun Tzu! You could have made your case for what YOU want changed without spitting on what I want, brain-boy.
He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?
Starfleet Veteran
Join Date: Jun 2012
Posts: 649
# 93
02-26-2013, 07:10 AM
Quote:
Originally Posted by letsrish View Post
He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?
I thought he was being light hearted and polite about it in return.

Really I cringed when I read what he said because it was true, I did throw him under the bus for what I wanted and I really didn't intend that. I edit my longer posts down to long posts and they sound harsh and critical, but to be too fluffy would be too wordy.


Turn rate would be optimal, but the other ships need something otherwise I will only face Kumari in PvP. I want variety, which as we know is the spice of interstellar warfare.
Lieutenant
Join Date: Jul 2012
Posts: 99
# 94
02-26-2013, 10:10 AM
Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

Has there been any consideration to allowing the platforms to benefit from BOFF powers, like epts, hazard emitters or attack pattern abilities, I know this would be a much appreciated buff for carriers and their pets, although maybe a bit OP.


Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

Someone commented on the 2 sec charge time on the Overload cannon console, saying it is pointless to have. I agree, it would be nice to have this fire instantly, the consoles having a 30 second CD between each other will keep this from being coupledand the 3min cd on each one makes it so that its a pretty separated burst damage boost, however I've noticed that when I use my cannon overload it locks my weapons out and I cant fire anything, not even the cutting beam or torpedoes during the charge. Now I don't know how the Lance and Javelin works exactly but is this working as intended? Others have commented that they are unable to use any powers during the power charge cycle so I think this needs to be addressed as soon as possible.

One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 95
02-26-2013, 10:35 AM
Quote:
Originally Posted by letsrish View Post
He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?
Can you read AND comprehend at the same time, sweet-pea? MYOB
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 96
02-26-2013, 10:40 AM
Quote:
Originally Posted by aramyll View Post
Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

Has there been any consideration to allowing the platforms to benefit from BOFF powers, like epts, hazard emitters or attack pattern abilities, I know this would be a much appreciated buff for carriers and their pets, although maybe a bit OP.


Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

Someone commented on the 2 sec charge time on the Overload cannon console, saying it is pointless to have. I agree, it would be nice to have this fire instantly, the consoles having a 30 second CD between each other will keep this from being coupledand the 3min cd on each one makes it so that its a pretty separated burst damage boost, however I've noticed that when I use my cannon overload it locks my weapons out and I cant fire anything, not even the cutting beam or torpedoes during the charge. Now I don't know how the Lance and Javelin works exactly but is this working as intended? Others have commented that they are unable to use any powers during the power charge cycle so I think this needs to be addressed as soon as possible.

One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?
I agree entirely, well, almost. The current XI Ando cannons are far from useless IMO, they work quite well. It would, however, make a lot of sense to have XII's too, and not behind a hurdle, like the lobi store.
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 97
02-26-2013, 10:43 AM
Quote:
Originally Posted by milanvorius View Post
I thought he was being light hearted and polite about it in return.
You noticed that, did you? Thanks and exactly right. I sincerly hope you get what you want as well.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 98
02-26-2013, 10:48 AM
Quote:
Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???
You're welcome. Unfortunately, I don't know when these changes will be live.

Quote:
Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.
The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.

The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.

Quote:
One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?
With few exceptions, Dilithium Store equipment in general caps out at Mk XI. Mk XII equipment is intended to primarily be available through endgame content, such as our Fleet and Reputation systems.

These weapons are just color shifts of standard Dilithium weapons - they're there for flavor and role-playing. Not everything we introduce has to be designed specifically to be the best endgame stuff ever. =D

I'm not opposed to putting "Fleet" Andorian weapons in the Fleet system eventually, but don't expect them soon. If we do make Andorian fleet weapons, they'll probably go in at the same time as several other new fleet items.
Career Officer
Join Date: Jun 2012
Posts: 3,391
# 99
02-26-2013, 11:16 AM
Quote:
Originally Posted by archoncryptic View Post
The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.
I agree, that also gives you one or the other to pop every 90s.


Quote:
Originally Posted by archoncryptic View Post
The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.
From what I can tell the current upgrade saw them go from about 5Kish Hull to 6Kish hull.

It seems like a fairly irrelevant amount. Anything that can one-shot 5k is going to one-shot 6k.


What DPS or Burst contribution, and for how long, did you intend for these pets to add?


I think the issue here is that you either have to find the balance between two extremes:

1) Tough pets that can cause an issue as they do add firepower and can technically last the entire 180s duration

2) Really weak pets that are marginal, and may die instantly, providing nothing and wasting a console slot.


Instead of this approach, perhaps you could just tweak them so they provide a DPS added with a limited duration.


Example:


Vesta Sympathetic Fermion Transceiver


Adds a very specific amount of Hull per second healing, and shield regen per second for a specified duration (20s).



Perhaps the "pets" should function this way.


They could be an untargettable object, with no actual health and shield values however they only last X amount of seconds, balanced around their DPS added contribution for that amount of time.




Then the ship would have:

1) Immediate high output burst damage attack

2) Immediate high output shield damaging attack

3) One duration limited DPS added boost

Last edited by ussultimatum; 02-26-2013 at 11:18 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 100
02-26-2013, 11:50 AM
Quote:
Originally Posted by archoncryptic View Post

...and there needs to be a way to counter them.
There are, several in fact. When you toss in how fragile they are when subjected to aggressive, escort-style flying you have a far less than optimal combat pet when it takes 3-minutes to respawn them. However, I guess "balance" wins again, so...

Thanks for at least considering some changes, Archon.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:30 PM.