Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-10-2011, 01:12 PM
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-10-2011, 01:43 PM
I'm assuming Aux to ID grants immunity to the repel and the stun for this (as well as Emergency Dampeners).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-10-2011, 02:16 PM
Quote:
Originally Posted by mvs5191 View Post
I'm assuming Aux to ID grants immunity to the repel and the stun for this (as well as Emergency Dampeners).
People actually still use that console color me surprised.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-10-2011, 02:26 PM
Quote:
Originally Posted by Captain Data
People actually still use that console color me surprised.
Dampeners are the stun immunity granted after being hit by PSW/Trics :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-10-2011, 02:55 PM
Quote:
Originally Posted by Artificialx
Other potential issues aside, I'm not quite sure why I'd ever want to push someone so far I can't even shoot at them any more?
It could be useful to protect a bare shield facing. Or to maneuver against a lighter ship that's shadowing you.

Just the push alone might be okay -- it would mess with healing, but healing can stand a bit of interruption. And pushback as a form of CC isn't too awful since there tend to be a lot of ways to close the gap.

But Cryptic needs to stop with the disables.

The problem is that a 5+ second stun isn't that powerful in PvE, because NPCs don't use their abilities on every cool down, don't always turn to face their most powerful weapons toward the enemy, and don't even fire their weapons as rapidly as they can. On top of that NPCs tend to have tons of health and shields instead of relying on BOff defenses the way players do.

When you stun an NPC for 5 seconds, you mostly just save yourself from 5 seconds of auto-attacks that were going to be a little slower than a player anyway.

But stunning a player for 5 seconds is an eternity. Players tend to stack buffs, and if you take the right 5 seconds away from an escort stacking CRF, HYT, and an attack pattern, you might take half the damage out of their alpha-strike.

More importantly, players blow up fast unless they actively defend themselves. You can't actually chain EPtS perfectly -- you can activate the next copy the second the first expires, but there's no overlap so a stun can leave you with no shield hardening. Even using TSS to bridge the gaps, there are still occasional gaps of a second or two on any ship. What that means is that a well-times stun can leave a ship with no defenses for it's duration.

Even if the stun only lasted a half-second, it would still remove ablative armor and ES, which would still make it useful.

Cryptic needs to bite the bullet and give CC different effects in PvP than in PvE. In PvP, a 1 or 2 second stun is still useful, so that ought to be what most stuns are. No stun should be over 4 seconds under any circumstances. If the stuns had triple duration in PvE that would be fine, but in PvP they should be just enough to interrupt healing/defenses.

Honestly every CC ought to get similar treatment -- most of it is way too effective in PvP, particularly when teams use multiple copies of similar CC.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-10-2011, 05:22 PM
Quote:
Originally Posted by mancom
full spec + full aux + one deflector dish console = ~9s disable + 10km push
the push is actually counterproductive and makes for a different set of uses than psw.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-10-2011, 07:22 PM
In my small test it seemed awkward to use 90 arc @ <5km on a carrier but likely more useful on a cruiser.

@ 125 aux I had a 9.3 sec disable
@ 115 aux 8.7 sec disable

on the other hand 3 min cd


It would be nice to see some premades go to redshirt and test the new toys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-10-2011, 09:21 PM
Idk, compaired to the Tric Spread changes, the anti-matter SS effects, even some Doff abilities this seems a bit on the tame side to me. Tbo, you could push people who don't know/have the counters farther w/TBR + evasive + engine batteries. It would be interesting if you could use it on an ally as an escape.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-11-2011, 01:04 AM
Yeah...

I did some testing last night, and it turns out that this already insane console power can hit/repel/9-second-disable up to 2 targets within a 90deg targeting arc and within 5km...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-11-2011, 01:49 AM
Quote:
Originally Posted by hurleybird View Post
AND it takes a higher level boff slot
Ok, well, yea, I guess there is that. TBR still sounds like the better option to me right now though, as far as the push is concerned at least.

Quote:
Originally Posted by Iamid
It would be interesting if you could use it on an ally as an escape.
Now that WOULD be interesting!

Quote:
Originally Posted by Dan_Trainor
Yeah...

I did some testing last night, and it turns out that this already insane console power can hit/repel/9-second-disable up to 2 targets within a 90deg targeting arc and within 5km...
2 targets? Oh that's just funny..
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