Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-13-2011, 04:59 AM
[quote]
Quote:
Originally Posted by claydermunch View Post
Actually this is probably the most abusable op console you can fit on your ship.
Yes, it is drawing too much of a buff from related skills, as a I stated above.

Quote:
Right now, its a good time to be klingon.

Until the next op fed console appears.
yes it is.


Quote:
^^ so enjoy while it lasts.
I sincerely hope that my KDF brothers and sisters do enjoy it, like the feds enjoyed AMS and the har'peng, until it is fixed or balanced.

btw, how can teh subspace jumper be OP, all it does is move you behind your target once every 2 minutes?
It doesn't break weapons lock, Tractor beam, EWP, or any other ingame effect that your vessels was suffering before it jumped. No damage bonus, No defense bonus just a TP that breaks only the players line of sight for all of 2 seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-13-2011, 05:08 AM
[quote=Roach;3904910]
Quote:
Yes, it is drawing too much of a buff from related skills, as a I stated above.


yes it is.


I sincerely hope that my KDF brothers and sisters do enjoy it, like the feds enjoyed AMS and the har'peng, until it is fixed or balanced.

btw, how can teh subspace jumper be OP, all it does is move you behind your target once every 2 minutes?
It doesn't break weapons lock, Tractor beam, EWP, or any other ingame effect that your vessels was suffering before it jumped. No damage bonus, No defense bonus just a TP that breaks only the players line of sight for all of 2 seconds.
The idea was linking the radiation vent and the leech console to drain their power, then when they both hit, land the jumper to get behind them. Ofcourse, at this point you're spending 3 console slots so there's bound to be a cost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-13-2011, 06:26 AM
Quote:
Originally Posted by Jermbot View Post

The idea was linking the radiation vent and the leech console to drain their power, then when they both hit, land the jumper to get behind them. Ofcourse, at this point you're spending 3 console slots so there's bound to be a cost.
I wasn't aware that jumping draws iether Theta or even EWP to follow you on the jump.
The time I tested EWP this way all it did was start back up producing EWP when I reappeared behind my target, thus rendering the power useless against the primary target.

I wonder if one can use the nebula to detect a cloaked foe, launch the Seeker torpedo and the PSW torpedo (this would require teamwork) to strike and stun (the PSW is also buffed by skills) then SS/AMS and SNB for good measure?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-13-2011, 06:27 AM
[quote=Roach;3904910]
Quote:
Yes, it is drawing too much of a buff from related skills, as a I stated above.


yes it is.


I sincerely hope that my KDF brothers and sisters do enjoy it, like the feds enjoyed AMS and the har'peng, until it is fixed or balanced.

btw, how can teh subspace jumper be OP, all it does is move you behind your target once every 2 minutes?
It doesn't break weapons lock, Tractor beam, EWP, or any other ingame effect that your vessels was suffering before it jumped. No damage bonus, No defense bonus just a TP that breaks only the players line of sight for all of 2 seconds.
because you can abuse it splendidly with a team and team speak or other voice communication.



How does this sound: a pack pf bops materializing in your back, all primed for massive alpha/stun lock/ etc.

Combine it with the leech and you have a eyebrow raiser.




And in general i question giving such ability to basically the most maneuverable ship in the game instead of ships like.. urm... cruisers and carriers?

You know. Those who coudl actualy use it without it turning into abuse?



Just a thought....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-13-2011, 07:19 AM
[quote][quote=claydermunch;3904996]
Quote:
Originally Posted by Roach View Post

because you can abuse it splendidly with a team and team speak or other voice communication.
So Teamspeak is OP? Damn you Cryptic!!!!!



Quote:
How does this sound: a pack pf bops materializing in your back, all primed for massive alpha/stun lock/ etc.
Sounds like someone is using battle cloak or cloak and team work to me, the jumper doesn't even need be involved. Nor does it have to be only Bops, as any cloaker can attack from surprise.

Quote:
Combine it with the leech and you have a eyebrow raiser.
becuase the drain effect are over buffed by skills from builds designed to drain, unskilled nobody even knows this Leach exists on a build. The problem lies in the mechanics of the skills.
Should we Klinks complain about the PSW torpedo and how its buffed by Photonic sklls? Or how the AMS is buffed by Sensor skills?

Why is nobody complaining about the Tetryons being buffed by drain skills or Polarons?

Quote:
You know. Those who coudl actualy use it without it turning into abuse?
I did when I tested it on tribble and a few times on Holodeck before realizing its useless unless one is designed as a drain boat, which I am not.
When I asked my targets if they noticed a drain during combat the same answer always returned, "nope never noticed."
So the fault lies in the skills buffing this and other abilities ingame to well, not the leach itself as it only drains -1 per pulse and nothing more if you run anything but a drain boat.

Going back to the BoP versus cruisers/carriers, the leach is a passive being able to turn has nothing to do with it. Given the 270 degree arc of beams and the 360 of turrets Cruisers and Carriers are more than capable of abusing this too.

Though the root of the fedwhine was called by Vipermist correctly and rings true in my opinion, the feds are just ****ed off becuase the Klinks can curently out cheese them in combat.

I would not worry though as the Devs will give you new cheese and when the KDF complains the feds call continue to use the excuse we where given against har'pengs and AMS - adapt.
Its ok, we are used to the duplicidity of feds concept of balance by now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-13-2011, 07:43 AM
Roach, if you were designing a drain boat, what spaceframe would you start with?

Bear in mind that I'm very likely to act on your recommendations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-13-2011, 07:46 AM
*copies notes for his up and coming character*

Tell 'em, Roach.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-13-2011, 07:47 AM
[quote=Roach;3905076][quote]
Quote:
Originally Posted by claydermunch View Post
So Teamspeak is OP? Damn you Cryptic!!!!!



Sounds like someone is using battle cloak or cloak and team work to me, the jumper doesn't even need be involved. Nor does it have to be only Bops, as any cloaker can attack from surprise.

becuase the drain effect are over buffed by skills from builds designed to drain, unskilled nobody even knows this Leach exists on a build. The problem lies in the mechanics of the skills.
Should we Klinks complain about the PSW torpedo and how its buffed by Photonic sklls? Or how the AMS is buffed by Sensor skills?

Why is nobody complaining about the Tetryons being buffed by drain skills or Polarons?


I did when I tested it on tribble and a few times on Holodeck before realizing its useless unless one is designed as a drain boat, which I am not.
When I asked my targets if they noticed a drain during combat the same answer always returned, "nope never noticed."
So the fault lies in the skills buffing this and other abilities ingame to well, not the leach itself as it only drains -1 per pulse and nothing more if you run anything but a drain boat.

Going back to the BoP versus cruisers/carriers, the leach is a passive being able to turn has nothing to do with it. Given the 270 degree arc of beams and the 360 of turrets Cruisers and Carriers are more than capable of abusing this too.

Though the root of the fedwhine was called by Vipermist correctly and rings true in my opinion, the feds are just ****ed off becuase the Klinks can curently out cheese them in combat.

I would not worry though as the Devs will give you new cheese and when the KDF complains the feds call continue to use the excuse we where given against har'pengs and AMS - adapt.

Its ok, we are used to the duplicidity of feds concept of balance by now.
two wrongs don't make a right.

That aside: this trench warfare of yours is contra productive.

Both feds and klinks needs adjustments - especially if you consider you kinda need willing feddies to join the klink related pvp queue.

Guess what nets you zero feds to shoot?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-13-2011, 07:58 AM
Quote:
Originally Posted by KBFLordKrueg View Post
*copies notes for his up and coming character*

Tell 'em, Roach.
Ooo, I smell a KDF Drain Boat Wolf Pack in the making.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-13-2011, 08:27 AM
I actually like the fact that the skills effect these types of buffs. It forces players to still specialize to an extent, while being competent in other realms of combat. You could for instance put 3 points into the drain type abilities and get passing decent effects out of it, without being a full specialist. You could also take it further and get a good solid bang for the buck out of 6 points, and leave it there, saving you points for more toughness. I like our having versatility and uniqueness from build to build. What irritates me right now, is the fact that ground skills are unchanged but cost 50% more. I've always tried to at least spec into my main kit class for a character, but at this point its not worth it to me. I generally have only put 1 or 2 points in ground skills lately, and it stops at Commander (Unless the character was meant for Ambush and such).

As an aside, I already had a Polaron build in mind for one of my Science characters. (and if you're curious it was my Gorn Varanus captain).
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