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Starfleet Veteran
Join Date: Jun 2012
Posts: 96
Aceton Assimilator is far more powerful than any torpedo or phaser platform that you can rez, yet it has a much shorter cooldown (only 45 seconds!) and doesn't even require an ordinance to use. This is ridiculous. It costs literally nothing for a player to use.

This is the worst kind of BS spam I've ever seen any any game. I can't believe it's still in its current vastly OP'd form in the game, still being abused by people.

Why hasn't this been addressed yet?

Make the cooldown 5 minutes or change its hit points to 1/10th of the current.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 2
03-27-2013, 01:46 AM
so unless stats were changed recently this is the page

http://www.stowiki.org/Console_-_Uni...on_Assimilator

easily destroyed by torpedoes or the Omega Weapon Amplifier passive (if chosen) when it procs

edit: oh..now i see what you mean...i would rather see the CD on turret devices reduced to 2 mins per rather than 5 mins due to how quickly they are destroyed.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p

Last edited by cynder2012; 03-27-2013 at 01:54 AM.
Captain
Join Date: Jul 2012
Posts: 2,991
# 3
03-27-2013, 02:25 AM
or shorten the lifespan of an AA to 50 seconds-thus a player could theoretically drop them, but they'd run out if they weren't destroyed at a rate that sets the max number that can be deployed, and requires them to BE deployed every 45 seconds to keep the effect going, and have it be one of those things that break cloak when it pulses-at a lifespan of 50 seconds, you only ever get a 5 second window where there can be two, and after a couple of minutes, unless the next one is deployed, the area is cleared (means that if the ship dropping them gets dropped, and res's far enough away, the area's temporarily to permanently cleared.)

by 'breaks cloak" I mean for EVERYONE in range of the pulse, both sides, all sides, everybody-you don't want to be too close while cloaked, or you lose your cover-of course, the best suggestion I've ever seen for changing the AA would be to make it incapable of IFF-it hits ANY ship in range, not just enemy ships. (which would also be consistent with the device as portrayed on Television...)

Of course, while we're at it, we can shorten the lifespan of hangar pets-by a similar amount, only 5 seconds SHORTER than the cooldown, which would mean for ships with multiple bays, that the launches have to be staggered and kept up or you run out of fighters/Danubes, with only a narrow window where you have the maximum number out...

and hell, let's add some nerf here....is this getting ridiculous yet? for some of you, you're nodding at this question while others aren't.

AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.

They don't NEED TO BE NERFED. geez...
"when you're out of Birds of Prey, you're out of ships."

Look into Vanilla PvP if you're tired of the endless pursuit of grind, utterly unbalanced selections of geardo-inspired traits, and generally unbalanced and careless 'development' made mostly to turn this game into a second job.

Last edited by patrickngo; 03-27-2013 at 02:36 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,325
# 4
03-27-2013, 02:41 AM
One AA isnt a problem, a teams worth clustered around you is something elee.

I like the idea of them being in a weapon slot, it might cut down on BOPS & Raptors crapping them out
Captain
Join Date: Nov 2012
Posts: 3,917
# 5
03-27-2013, 02:47 AM
Carry some torpedos and stop complaining...

Cryptic should take 1 forward wepaons slot on every ship and turn it into a dedicated torpedo slot. lol

Seriously the lack of torps fed side is a joke... I hope the aceton ends up in the next lockbox to wake you silly people up.
When the messenger comes to appropriate your profits ... kill the messenger.
Captain
Join Date: Nov 2012
Posts: 585
# 6
03-27-2013, 02:49 AM
Only change worth making to 'em is to make it so their non-damage drain effect doesn't auto-kill heavy torps and mines.

If they're drains stack, that probably ought to be addressed, too.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Commander
Join Date: Dec 2012
Posts: 361
# 7
03-27-2013, 03:05 AM
Quote:
Originally Posted by patrickngo View Post
or shorten the lifespan of an AA to 50 seconds-thus a player could theoretically drop them, but they'd run out if they weren't destroyed at a rate that sets the max number that can be deployed, and requires them to BE deployed every 45 seconds to keep the effect going, and have it be one of those things that break cloak when it pulses-at a lifespan of 50 seconds, you only ever get a 5 second window where there can be two, and after a couple of minutes, unless the next one is deployed, the area is cleared (means that if the ship dropping them gets dropped, and res's far enough away, the area's temporarily to permanently cleared.)

by 'breaks cloak" I mean for EVERYONE in range of the pulse, both sides, all sides, everybody-you don't want to be too close while cloaked, or you lose your cover-of course, the best suggestion I've ever seen for changing the AA would be to make it incapable of IFF-it hits ANY ship in range, not just enemy ships. (which would also be consistent with the device as portrayed on Television...)

Of course, while we're at it, we can shorten the lifespan of hangar pets-by a similar amount, only 5 seconds SHORTER than the cooldown, which would mean for ships with multiple bays, that the launches have to be staggered and kept up or you run out of fighters/Danubes, with only a narrow window where you have the maximum number out...

and hell, let's add some nerf here....is this getting ridiculous yet? for some of you, you're nodding at this question while others aren't.

AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.

They don't NEED TO BE NERFED. geez...
yes they do, try to do a torpedo boat and we will talk.



Quote:
Only change worth making to 'em is to make it so their non-damage drain effect doesn't auto-kill heavy torps and mines.
agree with that, id like to see its cooldown and drain increased but without its capability to clear every single heavy torpedo or mine
it's not the ship or the build, it's the atitude

Last edited by borgresearcher; 03-27-2013 at 03:08 AM.
Captain
Join Date: Aug 2012
Posts: 844
# 8
03-27-2013, 03:54 AM
Wow of all the things that are broken In sto there's a thread on this

Something that unless Freddie's are spamming bfaw doesn't really do much

The drain is minimal unless mixed with ES siphon drones and polarons(a dedicated build in other words)

I actually saw a team of cruisers in Kerrat focus fire a set of them with beams now that was hilarious

Torps mines kcb flying away :O few of the many ways to combat or just stop spamming bfaw
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Commander
Join Date: Dec 2012
Posts: 361
# 9
03-27-2013, 04:00 AM
yes, its main job is broken, it doesn't drain a thing
but at the other hand, it is broken because it clears every single heavy torpedo and mine and it has an insane cd, someone with some zen can get a console that ruins 30% of the builds in the game
it's not the ship or the build, it's the atitude
Captain
Join Date: Aug 2012
Posts: 1,014
# 10
03-27-2013, 05:04 AM
They are really annoying.
The Somraw, K'tinga, D'Kyr, D7, Kumari, Xindi carrier, Xindi escort, and the T'Varo are all older than the Constitution Refit and yet they are tier 5. The Constellation is made up primarily of Connie refit parts and it is tier 5, there is no logical reason whatsoever for the no tier 5/6 connie rule.
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