HY 1 is the most underrated burst dmg skill in the game imo....
I have hit 50k quantum HY 1s... that don't happen with HY 2 or 3.
I do agree though Spread is 100% all the time... quick and dirty fix for it I guess.
Perhaps they just need to make HYs 100% acc to even it out. :>
considering torps are basically a fire once every 15 seconds weapon, with maybe 1 random shot in between, its pretty rude that they miss at all. energy weapons hit at least 8 times a second, so 1 miss wont count as much. pretty devastating when even 1 torp misses. thats a guarantied loss of 10k to 20k damage.
50K? was that vs an npc? in pvp, with a photon actually, ive gotten quite a few HY1 hits over 20k, my best being 27k. strangely, i haven't had crits that high ever with quantums. i never use any torp tac consoles though
Issue: Recent changes (removal of torpedo global cooldown, introduction of energy drain resists for non-engineers via doffs) have introduced ways to use the damage potential that comes from "preloading" a HY/TS/BO, then waiting 15s, loading a second one and then firing both of them in rapid succession (occasionally even three, by firing slightly before the next 15s pass and the first comes off cooldown again). This was not possible in the original S1.2 implementation because of global cooldowns and massive power drain. Is this new damage potential working as intended?
What else would you do to counter fleet shields / resistance build up over time abilities then?
38. Ability: Boarding Party? Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do scrambles amplify it as well? They also affect weapon timers drasticly (Upto 2 mins) See Picture Please note, picture taken approx. 2 minutes after game had ended Status: I want to thank everyone that sent us steps to attempt to reproduce this effect. Thanks to your assistance, we were able to track down one of the strangest power interactions I've yet seen since coming to work on STO.
And we just checked in a fix for it.
Boarding parties are still capable, on their own, of putting one or more category of power into cooldown for upwards of 45sec or so. But the interaction of this debuff, coupled with abilities like Subnucleonic Beam and the Bio-SS Doff, will no longer send the cooldown debuff's magnitudes hurdling off into the stratosphere. The effects of each will be applied, and stack in an additive manner, instead of multiplying one another.