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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
03-04-2012, 06:20 PM
Quote:
Originally Posted by Mavairo
Dunno damian, polarized tets (5 to 6 of them) on a sci sci, in a recon with say FAW1 and 2 or FAW1, BO2, tac team, with a tet glider, aux and weapon power bias, with cpb2 would be pretty scary to deal with.
(you could also not run polarized tets and run normal tets too since that proc actually works now and do more actual damage without FAW)

Grav wells repel doesn't seem to be aux dependent in the tool tip either. So you'd only be losing on it's damage assuming you didn't just crack open an aux battery or get an eps power transfer from the engie.
also worth pointing out PSW's damage is not aux dependent either right now.
and this is why i stick to the escort threads....lol. so, since when have grav wells and shockwaves not have their damage scale with aux power? i had my bop run these and i hit an aux batt to boost their damage just...maybe a month ago? hrm...

and those polarized tets....they are nice. so i see that. but a sci ship without 125 aux seems just foreign to me. i always spiked weapons with a battery....especially since 1 can last like 20 sec these days....in a sci ship....if i needed too.

but like i said....this is why i stick to the escort threads...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
03-04-2012, 06:25 PM
Well in grav well's case the damage still scales on aux power. however it's repel rate does not appear to in the tool tip.

PSW's damage at least since I've come back does not show as increasing in the tool tip either. It's repel gets stronger but that's about it.



I wouldn't run an energy sci in a non murder happy team or non twin heal cruiser team if it were me. you either go full bore with 2 energy recons, and 2 tac scorts and an engie cruiser, or go 2 energy recons, and 2 engie cruisers imo. Nothing else will really properly synergise. in the case of the latter maybe the last ship be a damage and control cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
03-04-2012, 10:09 PM
Quote:
Originally Posted by Mavairo
Well in grav well's case the damage still scales on aux power. however it's repel rate does not appear to in the tool tip.
Listing repel in the tooltip for Gravity Well is misleading because the negative repel mechanic works different than the positive repel mechanic that we are used to seeing with Photonic Shockwave and TBR. Negative repel just still seems broken to me but I get the feeling that the Devs don't know how to deal with it. I'd much rather that the hold strength increase than the reach of the hold. http://forums.startrekonline.com/sho...2&postcount=20
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
03-05-2012, 06:16 AM
The more - on grave repel the better yes? It doesn't increase in the tooltip. Whether or not it actually increases in game, I've yet to take the old stopwatch to it. Maybe I will at some point
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-05-2012, 06:54 AM
Quote:
Originally Posted by Mavairo
The more - on grave repel the better yes? It doesn't increase in the tooltip. Whether or not it actually increases in game, I've yet to take the old stopwatch to it. Maybe I will at some point
Only the radius of the Gravity Well can be increased. It's pull may also be increased in lesser versions but so insignificantly, however, that you would never notice. For instance, on GW1, the -Repel mag can be scaled from -.5 to -.51. I have never noticed the -Repel mag scale anywhere from -.53 on GW3 like you've stated. The -Repel mechanic is broken imho.

I don't know if you can recall but after the new skill tree was released Inertial Dampers was mistakenly increasing -Repel on Gravity Well. It even made it's way to Holodeck for a couple weeks that way. At the time I had a fleetmate who was achieving an unbreakable -.61 Repel with a GW1 (from a base -.5) on an MVAM. We had a heck of a time tracking down what was increasing its repel because he had 0 points allocated to Graviton Generators. I believe the -Repel in the tooltips is indeed currently accurate to what results you see in game.

Yes, I definitely think the more "pull" that the Gravity Well does the better as an avid Science player. Other people would likely disagree but they are the ones getting stuck in it. These days it seems like I have to stack more holds than I used to in order to get anyone to sit still.

Here's what was posted about the new scaling effect. For each version of Gravity Well it's assumed that Graviton Generators only affects the small increase to the radius of the Gravity Well for its particular rank:

Rank 1: 2.70km - 3.38km
Rank 2: 2.85km - 3.56km
Rank 3: 3.00km - 3.75km
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-05-2012, 08:40 PM
So, given that "These days it seems like I have to stack more holds than I used to in order to get anyone to sit still," is it getting to the point that there's just too much you have to put into holds to make it worth it? Should we be putting our focus elsewhere?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
03-05-2012, 09:03 PM
Quote:
Originally Posted by HouseAtreides
So, given that "These days it seems like I have to stack more holds than I used to in order to get anyone to sit still," is it getting to the point that there's just too much you have to put into holds to make it worth it? Should we be putting our focus elsewhere?
Holds still rule if you ask me. There is just a lot out there at the moment which takes away from their effectiveness. I used to lock down BOPs with dual copies of target engines but the KHG engines have made that moot. Then you've got people running dual copies of APO and stacking 3 Conn officer doffs with deuterium and good on them for playing smart. I'm just coping and accepting that this game is always changing and it challenges me to get more creative. I'll keep stacking GW, EWP, Chronitons, Tractor Beams and Target Engines. Every class stacks their powers, buffs and abilities in order to get a job done. It's no different with holds. At least, that's the way I see it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-06-2012, 02:25 AM
Quote:
Originally Posted by HouseAtreides
So, given that "These days it seems like I have to stack more holds than I used to in order to get anyone to sit still," is it getting to the point that there's just too much you have to put into holds to make it worth it? Should we be putting our focus elsewhere?
i dont use any of my abilites only for the hold effect. i use them all for the damage. the holding is just a bonus in my eyes.


also, the recon any powers i use on it i tend to close in on non-aux reliant ones. that way weapon power is maintained and i still get my sciencey feel.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39 new recon!
03-09-2012, 08:26 PM
new recon dps+ build

skill points-

tactical points-
starship weapon training- 9
energy weapons- 9
projectile- 9
manuvers- 6
targeting systems- 6
energy special- 9
projectile special- 9

engineering points-
structual integreity- 6
warp core effeciency- 9
warp core potential- 9
engine performance- 9
shield performance- 9
aux performance- 3
weapon performance- 9

science points-
flow caps- 9
shield emitters- 9
power insulators- 9
shield systems- 6
partical generators- 9


weapons- (tetryons for me)
fore- 1 cannon, 1 dual beam bank, 1 torp
aft- 3 turrets

gear/console/devices-
borg deflector, omega engines, omega shield (or maco shield and engine)
subspace field modulator, red matter capacitor, rechargable shield battery

engineering consoles-
eps flow
armor.

sci consoles-
3 flow caps, shield console. (flow caps can be replaced with p2w consoles to taste)

tactical consoles-
point defense, borg, tetryon weapon + (can be replaced with weapon of choice)

power levels-
w- 120/100
s- 54/30
e- 54/30
a- 77/40

tactical bo powers-
torp spread 1, rapid fire 1, tactical team 1

engineering powers-
emergency power to shields 1, aux to sif 1.

science-
photonic showave 3, tachyon beam 3, science team 3, trasnfer shields 2, charged partical burst 1, transfer shields 1, hazzard emitter 1.

duty officers-
rare shield distribution officer
very rare torp officer,
very rare damage control engineer
very rare deflector officer
rare photonic studies officer.


that is all. when/if i ever hop into the intriped as well ill post this stuff too. enjoyu, feel free to ask anything in game/via private messages.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-13-2012, 04:08 PM
Really sad when a helpful, knowledgeable member of the community gets the hammer. I'm guessing it came from something said in a thread requesting feedback, too.

Bump for sticky and great justice.
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