Lt. Commander
Join Date: Dec 2007
Posts: 120
# 291
09-22-2011, 07:36 PM
Quote:
Originally Posted by Heretic

As for the danger of encouraging spam for defensive reasons, I agree it is a serious problem; it is, however, also a legitimate problem if people are unable to use Scramble Sensors to neutralize spam. How much spam is encouraged in the former case versus discouraged in the latter case because it is neutralizable is speculative for all of us at the moment.

In the meantime, we are attempting to figure out a solution that avoids both of these pitfalls, and if this is not possible, we will have to choose what seems to be the lesser of evils. Hopefully, however, it does not come to having to make that kind of choice.
First off, thanks for the quick response to my post and thanks for being so active in this forum. Its a big relief to know we have the ear of a dev thats willing to pour through 280+ replies to find a solution to the problem.

Now as far as SS being a solution to spam, I guess I dont get that argument. An abillity that is supposed to be a solution to spam is going to create more of it. Isnt Fire at will, torpedo spread, scatter volley, repulsors, shockwave, and gravity well all abilities that help with spam that doesnt also encourage it? Are those not enough to keep spam under control? There are a lot ideas being thrown around that are good solutions for SS and pretty much e1 agrees having a number limit on the aoe is going to encourage the very thing its supposed to combat. If its intended to be a counter to spam, why not JUST have it target spam then (mines, fighters)? If its intended to mess with players then does it really need to mess with more than one at a time. If its intended to mess with both, doesnt it seem like maybe its good for too many things in one ability?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 292
09-23-2011, 04:58 PM
I don't know if the following has already been covered, so please forgive me if my suggestions have already been mentioned.

Given Scramble Sensor's huge area of effect and removal issues while affected by SS, why not expand the number of abilities that can cleanse it? I don't think it is unreasonable to permit Science Team and Engineering Team to remove its effects if used on one's own ship. Even Tactical Team SS removal can be justified since tactical training supposedly covers electronic warfare and countermeasures (as demonstrated in the Vault mission).

Regarding Tactical Team: why not give all ship Team abilities uniformed properties so that their shared cool downs and durations make more sense?
Example:
-New Engineering Team 1, 2, 3: duration 3, 4, 5 seconds; heals hull each second while active; grants immunity to all system disable-debuffs while present
-New Science Team 1, 2, 3: duration 3, 4, 5 seconds; heals shields each second while active; grants immunity to science debuffs while present
-New Tactical Team 1, 2, 3: duration 3, 4, 5 seconds; grants hull + shield damage resistance based on ship class (10% for cruisers and larger ships, 30% for escorts, and 20% for science ships and all others); grants immunity to tactical debuffs while present.

Exact numbers can be tweaked until optimum balance is achieved.

I suggest that the updated tactical team new ability should add survivability and be ship-class based (actually ship size, but there's no metric for this in STO), thereby improving escort survivability without further enhancing zombie-cruiser builds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 293
09-23-2011, 08:09 PM
Just remove the Target jumping while you're at it Heretic. Its called Scramble Sensors not Scramble Targetting Sensors. Im well aware what I aim and what not, even without aid from Overlays and Text. (Thats what SS should do, mix and match everyones name/shipname) It would be more tactically used instead of just being spammed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 294
09-23-2011, 11:31 PM
Either I'm extremely unlucky after last changes, but my evasive action misfires even while under effect I and II, i wouldn't bother to complain about it, but it happened 3x in row
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 295
09-24-2011, 12:06 AM
Quote:
Originally Posted by Marctraider View Post
Just remove the Target jumping while you're at it Heretic. Its called Scramble Sensors not Scramble Targetting Sensors. Im well aware what I aim and what not, even without aid from Overlays and Text. (Thats what SS should do, mix and match everyones name/shipname) It would be more tactically used instead of just being spammed.
ya for real alot of time i am targeting the scrambler and all the sudden when i use a tactical ability i hit one of/her pieces of spam and yell out a big WTF!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 296
09-24-2011, 12:22 AM
Quote:
Originally Posted by Dalnar
Either I'm extremely unlucky after last changes, but my evasive action misfires even while under effect I and II, i wouldn't bother to complain about it, but it happened 3x in row
Nope, its equally broken at all 3 levels... even though some people insist that its fine because "it competes with high level heals."

...if its broken, its broken, there should be no exceptions made based on views of balance... especially when that particular view of balance isnt held by all parties involved.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 297
09-24-2011, 12:28 AM
And what about that anti-matter console ? I'm tempted to buy the skin for it...although if its just SS in disguise i would not use it.

Is it mass "blind" around you ? or SS ? i admit i had not much time to test it on test server.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 298
09-24-2011, 03:34 AM
It is actually a placate (Jam Sensors) and confuse (Scramble Sensors) in one, according to the console's description.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 299
09-24-2011, 03:42 AM
Quote:
Originally Posted by MustrumRidcully View Post
It is actually a placate (Jam Sensors) and confuse (Scramble Sensors) in one, according to the console's description.
Damn, thats not what i wanted to hear.....mass jam sensor would be lovely....screw SS ! no money from me on this one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 300
09-24-2011, 08:06 AM
Quote:
Originally Posted by Iceroid View Post
Nope, its equally broken at all 3 levels... even though some people insist that its fine because "it competes with high level heals."

...if its broken, its broken, there should be no exceptions made based on views of balance... especially when that particular view of balance isnt held by all parties involved.
The game doesnt function without SS. There are way too many things affected by the lack of SS:

-Sci teams are less useful. Only time you have to use ST is for SNB and maybe Sensor Scan (easier to clean debuffs means less damage --> heal fest).

-Sci Team can be dropped for more Hazards or Transfers (far better heals) instead on Sci Vessels.

-Tact Team becomes an even bigger problem with escorts actually being able to put it in a loop non stop with no worry of sending it away. Tact Teams just sit around on sci ships as well waiting to be used at the first sign of trouble. FOMM and Beta are even more useless abilities than they currently are (right now at least you can catch people off guard and spike heavily without someone hovering over a tact team the entire time).

-SS on sci ships now allow Sci ships to upgrade one lower tier heal (ex. SS2 removed, so your TSS II now becomes TSS III) AND you get to put another heal in to replace the upgraded power (ex. A free Hazards II to replace TSS II).

-The only way to disrupt healers realistically is to stun then, which is only 4 seconds. Healers who are not harrassed have the easiest job in the world and are extremely powerful at what they do (yay healfest).



We tried the game without SS. It was about which team brought the most heals. It was dumb.

Learn to bring at least 5 sci teams across your team (for SS in addition to SNB and Sen Scan). Learn how the thing works, and use teamwork to clear it. Provided it is not SS III it is fine. The lowered time values on SS would be welcome to allow SS III again without causing perma scrambles if you bring both II and III
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