Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-15-2011, 06:51 PM
Quote:
Originally Posted by FurQue
Your own sci team should ALWAYS clear you. SS is stupid the way it is, its almost getting out of hand, more and more matches seem to end up being with near constant SS, and the only way to clear it (if your not in a premade) is to disengage and deslect all targets then make sure nothing is in range of yourself then hit your sci team.

Its a joke that theres a power out there that theres no resonable defense or counter too. It needs to be adjusted so that you get 30 sec immunity from the the end of the last SS you get hit with, or clear yourself.

I'm sick and tired of being constantly scrambled all the time in pugs.
True if by chance you get your science team to land on yourself, then of course you have to contend with you were hit with 2 SS or something else on top of a scramble that ST removes but leaves the SS in place. I can see why a cruiser or Sci ship would have a ST but I feel a DPS heavy build like an escort really doesn't have the room or the luxury. Many of the self heals like EPtS, PH, RSP can heal/resist when scrambled. But that is just my opinion. I think that TT and ET serve a better purpose on escorts, TT is RSP lite, ET helps with BTxS and phaser procs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-15-2011, 07:41 PM
Quote:
Originally Posted by FurQue
Your own sci team should ALWAYS clear you. SS is stupid the way it is, its almost getting out of hand, more and more matches seem to end up being with near constant SS, and the only way to clear it (if your not in a premade) is to disengage and deslect all targets then make sure nothing is in range of yourself then hit your sci team.

Its a joke that theres a power out there that theres no resonable defense or counter too. It needs to be adjusted so that you get 30 sec immunity from the the end of the last SS you get hit with, or clear yourself.

I'm sick and tired of being constantly scrambled all the time in pugs.
Glad people are starting to see the things what I complain about all the time. :p

I forgot who, but I was talking with someone active here in the PVP forum in suggesting that SS uses a 90 degree arc like other Probes like Viral Matrix.


But to me, I would love to see some new consoles introduced that could act as passive counters to these spammed abilities. For instance:
  1. an ECCM Console that could automatically purge jamming.
  2. a Diagonstics Computer that prevents Viral Matrix or other hacking abilities like Boarding Parties.
  3. Or update old consoles like Interial Dampeners, and function somewhat like the AuxtoSif Ability. And give reason for players to actually equip this thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-15-2011, 07:48 PM
SS as it sits now is exploited by a lot of fleets. It reminds me of the VM+ SNB days which was a joke to.

50% of the time you un-target everyone, and ST yourself it goes somewhere else. So you need a good team to help each other out

All the fleets that use it show their lack of skill, Oew and lore use it all the time with Spam fest, Basic Oew, Lore tactics SS, SNB, focus fire target switch repeat. When face with another true premade thatís on vent it is totally negated and has no effect and the true colors show. Not saying all the players in those fleets are good or bad. Do you think good fleets need to use SS when they know it has no clear unless opponents are on premade? No, really good premade will use SS against another premade because itís a wast of a commander slot.

This does not affect any good premades at all. Does not even stun them, but like I said the premades that uses it is basically an I win for PuGs ( unless you have a very smart PUG=never). I donít see SS being fun on any premade. PuG vs PuG there is still honor in that =)

It makes sense that away teams should not be effected against SS, it goes against trek logic. I know a healer that has a ST macro self. I think it would take cryptic 5 min to fix ST but they donít care about pvp as they have shown the community so where all out for ourselves.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-15-2011, 08:57 PM
Quote:
Originally Posted by IronScarlet
SS as it sits now is exploited by a lot of fleets. It reminds me of the VM+ SNB days which was a joke to.

50% of the time you un-target everyone, and ST yourself it goes somewhere else. So you need a good team to help each other out

All the fleets that use it show their lack of skill, Oew and lore use it all the time with Spam fest, Basic Oew, Lore tactics SS, SNB, focus fire target switch repeat. When face with another true premade thatís on vent it is totally negated and has no effect and the true colors show. Not saying all the players in those fleets are good or bad. Do you think good fleets need to use SS when they know it has no clear unless opponents are on premade? No, really good premade will use SS against another premade because itís a wast of a commander slot.

This does not affect any good premades at all. Does not even stun them, but like I said the premades that uses it is basically an I win for PuGs ( unless you have a very smart PUG=never). I donít see SS being fun on any premade. PuG vs PuG there is still honor in that =)

It makes sense that away teams should not be effected against SS, it goes against trek logic. I know a healer that has a ST macro self. I think it would take cryptic 5 min to fix ST but they donít care about pvp as they have shown the community so where all out for ourselves.
LOL you have absolutely zero clue what your talking about, btw who are you again?

Qew spam SS? LOL. The only ship we use this on is our science ships and even then its only 1 copy per ship so the max we would have in any premade match would be 2, possibly 3 if we had 3 sci ships in a match or our karfi spam team for lolz

You obviously have never fought SCI heavy federation teams made up of multiple sci ships using multiple copies of SS, teams like RE who are one of the more SS heavy teams. I have fought entire 1 hour long premade matches, pretty much under scramble sensors the entire match against certain teams.

Besides we would happily fight any team with NO SS allowed we don't need or even care for the skill that much, we only use it to counter other teams SS. In fact its our guys that want it fixed more than anyone else in the game.

Oh and your dead wrong about SS effecting premades or premades using it against other premades. ALL the best premades in the game use it. It can screw up an escorts attack quite easily and forces this use of a SCI team which is one less SCI team they have to counter an SNB. Sure premades have an easier time dealing with it than pugs, but when timed properly SS works against even the best premades.

So in summing up get your facts right before you come in here spouting utter BS and talking about stuff you know nothing about.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-15-2011, 09:18 PM
lol wut, we have one sci ship with one SS. PUGs are dead long before the green ball even hits the target. Oh well, some no named scrub talking **** lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-15-2011, 09:49 PM
I've said since Beta that Scramble Sensors is out of whack. It doesn't really balance that one power can control 5 people for a long time and requires 5 separate cow ters of the same rank. If the counter to Scramble Sensors is Science team, then one Science Team should counter ALL of the effects of that Scramble. No power should require five times as much investment to counter.

Also agreed that accidental team healing foes is a real head scratcher. But then again, cloaking supposedly requires a tremendous amount of power according to Mr. Spock, but apparently it's so easy to do now they can throw them on mines and still have enough power left over to render any impulse engines useless. And the good news is that it can be done so cheaply that ships can carry an unlimited supply. So, I guess if we have advanced that far, it probably makes sense for one power to require 5 times the powers to counteract it. It's probably balanced.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-15-2011, 11:55 PM
Sense (in the Universe) and balance (in the game) are not necesarily correlated.

I think a 10-15 second Scramble immunity/clearance at the end of a scramble attack wouldn't be a bad idea, IMO. That can still mean that in any decent premade, you will be scrambled every 15 seconds, but it makes spamming the power less effective.

One thing I would also like to see:
Raise the duration of Science Team and Engineering Team to the same 10 seconds as Tactical Team now has. And in the duration of Science Team, a target becomes effectively immune to all the effect it can also end. That would of course not just be a Scramble Sensors nerf, but also Subnucleonic Beam nerf. Which probably suggests that we first need to fix the healing/resistance situation...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-16-2011, 07:08 AM
Quote:
Originally Posted by Azurian View Post
Glad people are starting to see the things what I complain about all the time. :p

I forgot who, but I was talking with someone active here in the PVP forum in suggesting that SS uses a 90 degree arc like other Probes like Viral Matrix.


But to me, I would love to see some new consoles introduced that could act as passive counters to these spammed abilities. For instance:
  1. an ECCM Console that could automatically purge jamming.
  2. a Diagonstics Computer that prevents Viral Matrix or other hacking abilities like Boarding Parties.
  3. Or update old consoles like Interial Dampeners, and function somewhat like the AuxtoSif Ability. And give reason for players to actually equip this thing.
Instead of consoles, I would like to see skill sets reduce (or make you resistant) to these debuffs. We already see it on high level NPCs where a scrambled sensor lasts 1/4th the time or more. So why not make things like "Subsystem Repair" skills reduce the time and chance of a subsystem effect such as scrambled sensors from taking effect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-16-2011, 07:17 AM
Quote:
Originally Posted by Cursix
Instead of consoles, I would like to see skill sets reduce (or make you resistant) to these debuffs. We already see it on high level NPCs where a scrambled sensor lasts 1/4th the time or more. So why not make things like "Subsystem Repair" skills reduce the time and chance of a subsystem effect such as scrambled sensors from taking effect.
Hmm. Starship Subsystem Repair? You mean the skill that does _nothing_ currently? That sounds like a great idea.

Science skills (at least starting with Tier 3) could also help for similar purposes, somehow countering the effects of skills they also boost. The lack of passive benefits for science skills is making these skills particularly costly...

Though - aren't they already suppsoed to do that? Or do I misremember?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-16-2011, 07:20 AM
wait, i the points to get a 9 in a skill that does nothing?
sigh, back to the respec board
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