Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-13-2010, 06:53 PM
The scramble radius isn't that big. You can always spawn more fighters too. There's a choice whether to scramble the fighters or the carrier and the sheer amount of fighters aren't always within the radius.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
12-13-2010, 06:58 PM
If a swarm of fighters get scrambled and they all decided to shoot each other. i imagine it would start a huge fighter v fighter dogfight as they only have forward firing weapons they would act very strangely i can forsee hehe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-13-2010, 07:07 PM
They shoot the enemy too. Plus with multiple carriers there will be enough fighters that aren't scrambled.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-13-2010, 07:41 PM
Make the color of the person being targeted stick out more. Maybe make it customizable. I need bolder font, brighter or darker colors (some extra contrast). I end up having to do a lot of zigging and zagging and it gets a bit disorienting...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-13-2010, 07:49 PM
For pets I think it should just be if the carrier gets scrambled, all the pets get scrambled, that way a sci team can still counter it.

Disagree on shockwave stuns. Aux to Dampeners is the counter and is its main use. If you want to stop being shockwaved, you have to give up Aux to SIF. Giving it to Polarize, something that is already heavily used and is a counter to multiple power, isnt going to fix power balance at all.


Otherwise, i agree with most things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-13-2010, 08:14 PM
That's a good point. Polarize Hull might be an obvious choice but that might be too much of a boost to an already very effective ability. Maybe if something like immunity or increased resistance was given to anything it should go to a power that already has limited utility. I'm not sure about the reasoning, but Tactical Team comes to mind, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
12-14-2010, 01:47 AM
Quote:
That's a good point. Polarize Hull might be an obvious choice but that might be too much of a boost to an already very effective ability. Maybe if something like immunity or increased resistance was given to anything it should go to a power that already has limited utility. I'm not sure about the reasoning, but Tactical Team comes to mind, lol.
Yeah. A hardening skill - Aux 2 Dampeners - and a dispel effect - Tactical Team. That makes sense to me. An interesting survivability boost to Escorts. Though be aware, Carriers will also love this. Anyone trying to tank is really threatened by stuns.
I wouldn't mind a general approach to stuns (and even holds like tractor beam) providing a temporary resistance after the stun is over. It can just be 5-10 seconds even, just enough to ensure that a player can get into a position to react (and if all he gets to do is use evasive maneuvers.)


There is at least one other power which names and exact effects escape me at the moment that also temporarily locks you out of your powers, but it allows you still access to all team skills (one of them being a counter), and I think it is all 3 but really intended is only the 1 counter skill.

Scramble Sensors on PvE enemies works differently then on players, btw - PvE enemies always shoot each other, never players. I think that might complicate the fighter issues. I suppose the only thing needed for Scramble to work on them like any other NPC is that they temporarily lose target lock when hit by Scramble Sensors, and not take the new targeting information from the Carrier. But I agree that it would be impossible to end the scrambling effect, so just having it based on the Carrier's scrambled state might work better.

It might be less of a problem if we actually got some decent carrier/pet control UI, then the pets wouldn't have to be so single-minded in their pursuit of targets.

--- Back to the OP other points

4) The new Assmilated Tractor Beam is "OP" due to the amount of power it drains continually, but - it is still closer to what I would hope from Energy Siphon to do. Really drain your empty, not just provide a small penalty that's meaningless for typical operation.

5) Thankfully, someone else already mentioned my thread.

6) Mines are a good topic, but I think torpedoes also need to be looked at.
At lower tiers, Torpedo DPS still equals or exceeds energy weapon damage, but once you go to the end-game, and energy levels above 100 for weapon are comon, torpedeoes stink off.

7) I am not sure this is a wise idea, though I am not happy with things are currently, either. My main problem is that this makes higher tier weapons strictly better then lower tier weapons. It would basically ensure that everyone at VA level will run around with Anti-Protons and Polarons if he wants to deal damage. I think that would be ... boring - and I like to use "canon" weapons on my ships. They need to fix the skill points for weapon skills. Maybe they should just drop the tier 4 and tier 5 weapon skills and make them tier 3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-14-2010, 02:34 AM
Quote:
Originally Posted by BobTheYak
Greetings everyone. First of all I want to say that I appreciate all the Devs' hard work and dedication to the community. This game has improved by leaps and bounds since release and I'm sure it's only going to get better.

Having said that, I've been collecting some ideas for changes from people throughout the PvP community and I'd like to hear everyone's opinion. Obviously some people won't like certain ideas, but I'm hoping there's some agreement for at least a couple of these changes. Feel free to post your disagreement as well.

I'll divide this into Primary and Secondary changes. The primary changes are the most popular ideas among the community, while secondary are less popular ideas and mostly my own loose suggestions.

Primary:
1) Scramble sensors should work on carrier pets. I don't consider this a nerf as it was likely intended but accidentally omitted.

Agreed
2) NPC ships such as photonic fleet and carrier pets should count for end damage numbers.

Agreed
3) In addition, carrier pets (and boarding party) will follow you across the map even if you're out of sensor range and/or cloaked. I've had boarding parties still following me after I die and have respawned again. My personal suggestion would be to limit them to the 25km sensor range so they won't still be following you from the opposite end of the map (this is especially true in Cap and Hold).

Agreed - Perhaps just have the pets automatically *engage/protect the current target of the hostship
4) Certain skills are somewhat weak and often neglected over more powerful alternatives. The main skills that come to mind are energy siphon (too weak for its cooldown), photonic officer (also weak for its cooldown), and aux to battery (short duration, drains aux for minimal benefit unlike other aux to X or emergency power to X abilities).

Agreed, increase these so theyre on-par with similar skills
5) Emergency power to X abilities aren't quite balanced with each other. Emergency power to shields has a much longer bonus than the others. While they all increase their respective power level, the resist bonus on EptS lasts for the full 30 seconds while the bonus on the other abilities only lasts 5 or 10 seconds.

Well.. Those resists are the only thing that makes my Escort tolerable to fly, so the bonus to the other skills should perhaps be increased instead
6) Equal out the effectiveness of mines. Some people may disagree with me, but the only useful procs for mines are chroniton and tricobalt. Quantum, transphasic, etc simply don't do enough damage to account for their limited utility. A change to mines might make the dispersal patterns more useful as well.

Perhaps give all mines an increased bleedthrough compared to torpedos, 20-30% or so.. But on the same note, I can see a problem with groups using 1-2 minelaunchers on each ship + Cluster torps (fought such a team the yesterday, 1 healcruiser, 3 SV, 1 Escort.. All sh!tting (chroniton) mines).. Although my team won, it wasnt really a fun match, particulary because the team intentionally tried to lag us out with a Nebulas web) - Perhaps limit the number of mines (include the Breen Torp) on ships to 1 per ship?
7) Equal out weapon procs based on which tier skill points are used. For example, polaron is fun (and purple!) but it takes admiral level skill points. Phasers and disruptors are much more skill-efficient at commander level skill points, and are arguably the best weapon procs already.

Or simply reduce the weaponcost so they equal eachother?
8) Certain powers need more variation in effectiveness by rank i.e. photonic shockwave, tractor beam, gravity well, etc. If you think of any others, go ahead and post them.

I see plenty of difference between a Grav I and a Grav III (I cannot evasive out from a R3 Grav), same goes for Tractors.
9) A sound for the PvP pop (such as the red alert siren), and an afk/deserter debuff and/or penalty (such as if a person goes afk or leaves the match early they don't get credit or are unable to immediately queue for another match after they've left).

And this alertsound should carry to windows (ie: sounds should not be disabled if minimized)
10) Bridge officers should be trainable with BO skill points instead of merits/honor. I'm sure many people have hundreds of thousands of BO points going to waste. I have over a million on my main.

Heh.. Definately agree..

Secondary
11) Give another ability a resistance to stun because currently the only hard counter to shockwave is aux to dampeners. I suggest polarize hull for this purpose.

Id say, simply give an immunity upon expiration of any stun.. Say 5 secs or so.
12) Viral matrix could have a 360 degree arc like scramble sensors, as they're both sensor probe skills.

VM is one of my personal "hates" - Due to the natural limitation on Escorts engineering slots, its kinda hard to counter a disable, moreso because the consumable slots are very limited as well.. Id go for it if STeam was a effective counter to VM
13) Trainable target subsystems X rank 1. This will likely buff assault cruisers, though - which are borderline OP already with current resist stacking.

I dont believe stacking resists are that OPd.. Its the combination of amazing Eng hullheals *and* the substantial resists on Sci HoT skills.. Since the Devs are looking into the "ping-pong" healing issue, this wont nessecarily be a problem for long.. Id rather see a Cannon or AP skill at ensign though (to buff my beloved Defiant)
14) Some sort of evasion defense bonus for escorts if current shield resist stacking isn't changed.

Just unnerf escort damage (woe to the cruiser healstackers if this happens )
15) A tweak to extend shields might be in order - preferrably either a manual shutoff or an extended range (this extended range could come in the form of 5km activation range, 10km max range) because currently it will still be active for the full 30 second duration even if the receiver runs 20km away from you.

Agreed
Let me know what you guys think. Both positive and negative input is appreciated.
My comments in red

*by "engage/protect the current target", I mean that the pets make a check once every second. If the Carrier/PatrolCruiser have a different target selected, the pets will head there and either attack or defend (engage attackers and kill mines/torps within 3k), depending on allegiance.. If no targets are selected, they will return (this will also change it so it takes a little more finesse to use pets - As well as reduce the "fire and forget" issue of the carriers)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-14-2010, 02:52 AM
Quote:
Originally Posted by SteveHale View Post
Make the color of the person being targeted stick out more. Maybe make it customizable. I need bolder font, brighter or darker colors (some extra contrast). I end up having to do a lot of zigging and zagging and it gets a bit disorienting...
Oh, hell yes. The yellow box with the kindof curvy corner" is a rather terrible way to find the ship that you're supposed to be shooting after doing a 180 .

Quote:
Originally Posted by Dekkameron View Post
I agree on nearly everything you have said apart from scramble sensors effecting pets. A SS3 can last 30 seconds and as a carrier pilot there would be no way of me removing it from the pets (realistically) It is curious to see what the pets would do once scambled probably just all shoot random targets i guess. but if it worked like it does against NPCs (they all fire each friendlies only) this would be too much of a swing.
Given how common SS is in PvP (I get hit practically every single round - usually multiple times), I'm not sure that the ability really needs improving anyway. If carriers need rebalancing, then they need rebalancing... but boosting an already decent SCI power does not look like a good way to do that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
12-14-2010, 02:59 AM
Quote:
My comments in red
Hey, Meline, didn't I already explain to you the wonders of the [quote] tag? :p

You can do even sh*t like this:
Quote:
Quote:
14) Some sort of evasion defense bonus for escorts if current shield resist stacking isn't changed.
Just unnerf escort damage (woe to the cruiser healstackers if this happens )
Also, no to unnerfing escort damage. It just makes Escorts an even better target then they already are, Escorsts instant-killing each other since they have no defenses to speak of.

Mustrum "Quote tags are OP" Ridcully
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