Biggest issue I have with SS is it is the only long duration skill that 1 ship can caste on multiple ships and requires 5 of 1 skill to remove. I like the static and the life bars going away, I would also make Sci Fleet clear Team wide (only players on the SCI capt team)
Honestly now that I think about it SS should get "almost" the same treatment VM did....
1) 90 degree Arc
2) Rotation effect... Friendly / Enemy targeting
3) should be decoupled from AUX
4) Have set durations;
9 Sec for Level 1 (3 sec status changes)
12 sec for Level 2
15 sec for leve 3
5) To make up for what will seem like a nerf to some... Sci Team should ONLY remove one of the rotations, meaning if you sci team the enemy target part of the SS the friendly part of the rotation stays in effect till the SS wears off.
This makes it mirror VM in its uses (Seeing as its on the same system) Gives sci one more thing they can use with out cranking up their aux, forces people to change the way they play while they are effected.
As far as putting points into Sensor Probes... perhaps things like target jumping while effected, and Evasive miss fires and such could happen never to often, depending on the point spend.
SS is one of those skills that isn't so bad if you have an organized team with you... however one ship being able to chain an ability for 100% up time on multiple ships, seems wrong... it may not be bugged as it is, its just no fun to play against. VM wasn't bugged before it was changed either... it was just a dumb mechanic, that needed a change.
It just wouldn't be the Nebula that would have this con, it would be cruisers as well. Even escorts would have to line up to scramble, which really be a plus in countering SS spam.
But one thing with the changes we have to keep in mind is th at, it's got to be done in a way that PvEers can't complain about. After all, look how useful Scramble is with the STFs.
Originally Posted by Lintyuk
A Pre-buff immunity with science team kills it (same as now) only you would actually be able to see the damned thing, this idea also plays into the whole Rockmonster/Piper/Scissors malarky I know we're all so very fond of.
When people were coming up with new ideas for consoles, one of them I had was an ECCM Console that made it harder for players to be jammed. Perhaps they would add such a console someday?
I think SS making everything appear hostile is a very bad idea. Then SS1 is enough to completely shut down a healer instead of only reducing his effectiveness.
While rebalancing healing is probably necessary over the long term, a buff to SS is not the way to go.
Why bad? A scrambled healer will easily clear himself with a ST1 or just call a ST from an unscrambled teammate. And even if no ST is available, if the SS duration is set to more humane values (like 6-9-12sec for each variant), it'll be a minor inconvenience for a class (healer) that MAKES the difference in EVERY situation.
I understand the point... however isn't the slower turn on some ships intended to be a handicap.
I mean the Nebula gains other advantages in trade for a slow turn rate... if you are building it to be a CPB / SS / Single array ship, what is it really giving up. Not much.
Of course after buying and playing with a Nebula... I have to say that extra uni slot makes putting aux to damp on it very effective... also stops people trying to shock you if your healing people.
I was more aiming at carriers really...but even nebula. But some cruisers also use the rank I version...
Basicaly im just afraid of the Galaxy-X paradox...the ship can equip DHCs, but to use them effectively is another story. So i dread more 90 degree arc science powers for slow turning science ships or their equivalents.
IMO, the easiest (and quickest) fixes are:
- A) Make SS a single target ability. Each version can effect a corresponding number of targets (ie: SS3 effects 3 targets)
- B) Keep it as is (though fix the Evasives/your SciTeam going elsewhere issue) and grant a resistance/reduction in effectiveness based on target's Aux power/Sensors/Sensor Array skills.