Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by BorticusCryptic
Honestly... even though we (me, especially) frequently request data and metrics on things like this, this is a situation where I'm more interested in hearing how things "feel" to the players.

Is it more/less fun in-game? Do you feel like your abilities are more/less effective and/or useful?

And I don't mean based on number-crunching, patch notes and statements of this-percent improvement or that-percent reduction... I mean actual, in-game experience.
in a pvp setting, balance trumps everything, even fun. but a balenced system is most fun and fair overall. having a stupidly powered i win button can be a lot of fun, doesn't mean it shouldn't be fixed.

this is how i feel, about everything ability related

Aceton Beam- the DOT is about even with the innate auto repair. all small DOTs are useless when there is an innate auto repair btw. this has potential, half the cool down and make it a 360 degree arc ability and you will have something that can combat an alpha besides just TT, as long as it cuts a useful chunk out of your target's weapons energy.

this would be my version of the power- the DOT would happen per shot fired, and scale with how powerful each shot the person it was cast on fires. kinda like a reverse feedback pulse that damages you every time you every time you fire. the weapons energy debuff would be to double the weapons drain of ever wepon wile its active. it would be a 10 second duration power, with a minute cool down, 30 second global

Auxiliary to Battery- oh jeez, what to do with this. A2S and A2D do not cancel out your aux energy, nether should this i guess. actually they should, each of those skills when used should drop your aux down to 0, and then it should recharge at your energy transfer rate speed.

10 seconds is not enough time for a little extra energy with no other benefit to really help you in any way, bump that up to 30 and put it in the global cool down with A2S and A2D, not the EPtX skills. cool down should be a minute with a 30 second global, so it cant be chained as well as the EPtX skills. why no version 3?

Auxiliary to Dampeners- fine as is, but um, how about an adjustment to inertia too, not just turn rate? power sliding out of control kinda sucks. would like 2 copies of this to e chain-able with 100% up time. the opportunity cost for doing this in place of other powers would be VERY high, so that balances it out. also when used should drop your aux down to 0, and then it should recharge at your energy transfer rate speed. why no version 3?

Auxiliary to Structural- just about the best skill there is. how about the actual effect of this power being raising you max hitpoints instead of healing? after 10 seconds your hit points total drop down as low as they were before, but you keep the number of bonus hitpoint and it is added to your current hitpoints/out of your total. that would make more sense then it just healing you. also when used should drop your aux down to 0, and then it should recharge at your energy transfer rate speed.

Boarding Party- oh boy. well, launching shuttles at the target is retarded, obviously. the mortality rate for those shuttles is 99%. this should be a skill that is active for 30 seconds until used like BO and HYT. wile active, if a shield facing drops in your direction, your transporters should beam over a boarding party. it would need to be dropped for 2-3 seconds to complete the transport though. this will also drop your shield facing for 2-3 seconds to initiate the transport! and again to beam the party back! something is kinda wacky with this power, the 2 or 3 times ive been hit by it ive noticed EVERY station power i have getting a minute added to its cooldown, that's kinda overboard. i could see it subnuking active powers though, and an active RSP not being able to block a boarding party transport...

Directed Energy Modulation-
why doesn't this just increase your energy damage shield penetration? why is there this extra damage that is based on your power level? that just simulates increased bleed through, wile the weapon's actual damage is not taken into account. a DEM buffed turret and heavy cannon do the same DEM damage. so ya, base bleed with most shields is 10%, make version 1 +5%, version 2 +10% and version 3 +15% bleed.

Eject Warp Plasma- i think this is basically fine, though the cloud should be thicker between version 1-3. the current thickness could be the version 2 thickness, with 1 being slightly less thick and 3 being more thick. maybe this should lower your engine power level wile you use it too, your dumping a huge amount of subsystem energy after all.

Emergency Power to X- these are not created equal. only EPtS has a buff that lasts as long as the energy boost. to Auxiliary should have a 30 second buff to stealth and stealth sight, to Engines should have a 30 second buff to flight speed, and to Weapons should have a 30 second buff to energy weapon damage.

Engineering Team- that team sure does work quick. maybe instead of an instant heal, have this buff your passive heal by like 1000%, or 10000% over 5 seconds. the amount it heals total should be about what it heals now, just over 5 seconds.

Extend Shields- this one is fine, though its to bad it in no way buffs you at all

Reverse Shield Polarity- reduce the base time, or the skill based buff time, one or the other. have it be porous to things that arent energy damage, like kinetic damage and boarding parties.

*new engineering power starting at ENS, Electronic Counter-Counter Measures- a buff to your accuracy score for 15 seconds, 1 minute cool down, 30 second global.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-02-2012, 05:06 PM
Charged Particle Burst- it should be like, dangerous again. shield resistance should not resist it, just insulators resisting it.

Energy Siphon- the player ability is basically fine now i think, with what is drained from you and given to the person siphoning you being unrelated. siphon drones are NOT fine.

Feedback Pulse- seems fine, though it and EWP and aceton beam doing all or no criticals is still an issue.

Gravity Well- GW needs testing vs a player with ~60 engine energy, not some helpless npc. version 1 should nearly hold someone with that energy level, version 3 should absolutely hold them. and the damage it deals should increases the longer you are exposed to it. like the second tick should deal x1.1, then x1.2, x1.3, 1.4 etc. right now the skill doesn't damage and doesn't hold. that damage shouldn't have a range based falloff until about 3 units away from it.

Hazard Emitters- seems fine to me

Jam Targeting Sensors- making you invisible to an enemy is worthless. lowing the weapons accuracy of who you cast it on would NOT be worthless though, and fits in with the new skills im proposing Electronic Counter Measures and Electronic Counter-Counter Measures

Mask Energy Signature- make it usable like a battle cloak so it works in red aleart. anyone with 50 aux and 3 into sensors should be able to still see you if you have anly about 30 aux and no points into stealth. those that want a battle cloak can have it, but they have to heavily spec into it to get it

Photonic Officer- this ones fine i guess. wait, ok how about this. have only a version 1 of this power at LT, and having it slotted should give you an extra universal ensign station. a version 2 or 3 of this power giving you a universal LT and LTC station are lolno overpowered, but just the universal ensign in place of an active LT sci power seems reasonable.

Photonic Shock Wave- with the 3 to 6 out of 9 resistance ive been running lately, this skill has less then half a second of stun, one of the 2 things dampeners is doing right currently. if not for the stun, use it for the damage? but that got nerfed to by kinetic tac consoles not buffing it anymore. it needs more effect, of some kind

Polarize Hull- this one seems good.

Science Team- fine as well, does what its supposed too

Scramble Sensors- the duration seems incredibly short lately, the immunity even at 20 seconds is still 3 times longer then the effect. the immunity should be for 10 seconds max, and the skill resistance needs turning way down, which is in the process of happening so we will see.

Tachyon Beam- not sure ive ever noticed a drain as a result of this. the doff movement debuff needs dampeners resisting it

Tractor Beam- dampeners does not resist the turn rate debuff, engine power levels proboly doesn't mater enough against the hold. basically 100% movement shutdown, which is bad when there should be skills giveing you some defense against it.

Tractor Beam Repulsors- this is dealing quite alot of damage lattly, ive seen high hundreds and nearly 1000 damage per tick, and if you have dampeners speced into they do more damage because they don't push you away from the damage. good, this is a working sci ability, they all should be this effective.

Transfer Shield Strength- a solid heal, nothing wrong with it.

Tyken's Rift- more useless then gravity well currently, the energy drain should increases the longer you are exposed to it, dealing x1.1, then x1.2, x1.3, 1.4 drain etc. with a hold nearly as strong as GW

Viral Matrix- seems like a good skill lattly, maybe too good with doffs though. 1 sci ship using this with subsystem targeting can regularly disable 3 subsystems at once, kinda ridiculous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-02-2012, 05:07 PM
Attack Patterns- anyone using TT, so everyone, has near immunity to beta and delta. because of this, i'd like to see 100% up time from chaining 2 copies of these skills. a 15 second duration and 30 second cooldown with a 15 second global.

Attack Pattern Omega- currently not that great for how long its cooldown is. if its cooldown was 45 seconds, global 30 that would be different though.

Beam Array: Fire at Will- this is a poor beam rapid fire when more then 1 person is around, with excellent spam clearing capability. currently its accuracy does not take into account acc mods on your beam weapons. its usefulness against 1 or several players is marginal because of that right now. it really doesn't look like it deals more damage to your actual target then just shooting him normally does, a vast majority of them beams hit other targets.

what i'd REALLY like to see this skill be- fire at will should be beam rapid fire, firing a 5th beam instead of 4 at a single target, with the 25% damage increase from the additional shot and for version 2 and 3 a 6% and 12% increase of per beam damage.

then make a skill called beam full spread that is basically photonic shock wave underneath. give it a range of 10, have it last for 5 seconds and in that time fires off 3 photonic shock wave like pulses of what look like beams in all directions with the purpose of killing spam and having a chance to hit cloaked ships. it should look like what the ent E did at the beginning of the nemisis movie battle. same 30 second cool down as the other beam skills

Beam Array: Overload- version 3 is the only one that should be draining 50 power, version 1 should only drain like 30, and version 2 40 power. its debatable if your total accuracy score is taken into account when thiis fires. even fired from acc 3 weapons they miss constantly.

Cannon: Rapid Fire- basically fine, except no pulse cannon weapon in all of startrek canon ever looked like this or worked like a machine gun, besides the stupid JJ movie. i'd prefer cannon overcharge, same amount of shots, only they are brighter and do more damage or something.

Cannon: Scatter Volley- kinda useless, cannons just arent that great at clearing spam. now if this power started at ensign that would be different. competing directly with rapid fire theres basically no reason to use this.

Dispersal Patterns- mines are kinda lame, the damage of every single mine should proboly be doubled. the dispersal pasterns could cause them to become self replicating, going from 5 to about 50 and wile their replicating they stay dormant until they are done. 1 could make a cube of mines, the other could make a wall.

Tactical Team- it should remove debuffs and boarding parties for 5 seconds, distribute shields for 10 seconds and buff weapons for 15 seconds. or the distribution part should be removed and the weapons buff should be increased to 25/50/75. a doff mission on your ship can increase this by 25 for 2 hours so ya... then a skill that only distributes shields for 10 seconds added

Target Subsystems- i don't use these enough to have a real opinion on them, insulators makes their drain nil, but the chance for the system or a shield to be disabled is quite high. does it mater how many beams are actually fireing? or does it just buff a single beam weapon.

Torpedo: High Yield/Spread- aside from torpedoes needing a complete overhawl, these skills are fine as is.

*new tactical power starting at ENS, Electronic Counter Measures- a buff to your defense/evasion score for 15 seconds, 1 minute cool down, 30 second global.

does anyone else 'feel' similarly?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-02-2012, 05:42 PM
Imo,

Aux2Batt is fine. Before you use it, move your power settings to full Aux power, that puts over 30 power to the remaining 3 subsytems, Technicians stack if I remember right. So, so get more then EPtX 3 to any single subsystem, and it goes to 3 instead of 1. You can have either Aux Battery or EPtA if you really want to have heals after using it.

APO cooldown is fine. It drops to 30 sec for those who need it most w/their Captain abilities (TACs).

SciBoPs/SciScorts can use CVS effectively as well as cannon/turret boats. Tac Esort pilots should usually focus on single target buffs though.

Imo, MES shouldn't be given BC abilities. If for no other reason then you'd have high aux carriers dumping pets & then hitting MES. Though I think it should work in sector space should they ever have Sector PvP.

Since there is no AoE counter to Scrambles AoE Scrambles shouldn't have an immunity of less then 15 secs the lowest possible cooldown of a counter.

For TBs I'd increase their global cooldown as their a bit easy to chain atm. I wouldn't mess w/the hold much though since 3 active skills (1 from each class) can counter a TB, as well as engine power&evasives. Grav console & Omega 3 piece set are another matter though.

W/the exception of shield dist doffs, in general I'm ok w/where the heals are.

Ace Beam would be too powerful w/a lower cooldown & 360 AoE, pick one or the other.

Boarding Party should just go away, make another Eng Skill. If anything it shoulda been a Tac Skill.

I like the concept of there being an event horizon ships can't escape of the Gravity Well. Make it 3km in diameter w/no chance to escape & a strong pull (skills/boffs only mitigate/counter the pull effect & DoT)w/rubberband momentum as they cross the center & modest DoT.

There's some other stuff, but I'm tired of thinking about it tbo lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-02-2012, 07:35 PM
I've had fairly good success chaining A2D1 on a BoP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-03-2012, 12:27 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
in a pvp setting, balance trumps everything, even fun. but a balenced system is most fun and fair overall. having a stupidly powered i win button can be a lot of fun, doesn't mean it shouldn't be fixed.

this is how i feel, about everything ability related
Auxiliary to Battery- oh jeez, what to do with this. A2S and A2D do not cancel out your aux energy, nether should this i guess. actually they should, each of those skills when used should drop your aux down to 0, and then it should recharge at your energy transfer rate speed.

10 seconds is not enough time for a little extra energy with no other benefit to really help you in any way, bump that up to 30 and put it in the global cool down with A2S and A2D, not the EPtX skills. cool down should be a minute with a 30 second global, so it cant be chained as well as the EPtX skills. why no version 3?
WHat I could see it doing - combine all the benefits of the one rank lower Emergency Powers excluding Emergency Power to Auxiliary. Benefits would include speed buff, shield resist, damage buff. But no ability to cycle it as well as the EPtX powers.


Quote:
Auxiliary to Dampeners- fine as is, but um, how about an adjustment to inertia too, not just turn rate? power sliding out of control kinda sucks. would like 2 copies of this to e chain-able with 100% up time. the opportunity cost for doing this in place of other powers would be VERY high, so that balances it out. also when used should drop your aux down to 0, and then it should recharge at your energy transfer rate speed. why no version 3?
Maybe a longer duration would be neat? Why not give it a 100 % uptime?

Quote:

Directed Energy Modulation-
why doesn't this just increase your energy damage shield penetration? why is there this extra damage that is based on your power level? that just simulates increased bleed through, wile the weapon's actual damage is not taken into account. a DEM buffed turret and heavy cannon do the same DEM damage. so ya, base bleed with most shields is 10%, make version 1 +5%, version 2 +10% and version 3 +15% bleed.
A lot of people want Cruisers to have "Escort Level" damage output and be DPS machines. But this damage must come from high level slot powers like DEM, so they have to sacrifice survivability for damage, not buffing beam arrays or changing the number of weapon slots. DEM could be reworked to instead of being a "shield penetration" power simply be a damage buff power for Cruisers, similar to Cannon Rapid Fire for Escorts.


Quote:
Emergency Power to X- these are not created equal. only EPtS has a buff that lasts as long as the energy boost. to Auxiliary should have a 30 second buff to stealth and stealth sight, to Engines should have a 30 second buff to flight speed, and to Weapons should have a 30 second buff to energy weapon damage.
Emergency Power to Engines should probably not provide a speed burst, but a buff to speed and maneuverability (and maybe defense) for an extended time, e.g its full duration. The weapon damage buff should simply last longer, and the stealth and stealth detection boost must be stronger and for the entire duration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-03-2012, 09:18 AM
1) You took my idea of making this thread, as well as my change for Aux2SIF. But it's all good.

2)Most of this looks good. I'll just toss out a few ideas here.

3) The issues with Aux2Batt are as follows: it can shut down your Aux entirely if you have any Aux power buff (MACO shield proc, EPS power transfer, etc.) that wears off while Aux2Batt is active, it is on the same system as EPtX with much less of an effect (there is already enough power in the game), and the duration-to-CD ratio is too low.

4) Boarding Party - sounds good. Like SFC3

5) DEM - I like it

6) RSP - good idea, something at always bugged me

7) Jam - looks good

8) Photonic Officer - raises a few issues, namely some of the logistics. Trying to set up the interfacing for that could be annoying. How do you pick the power? Is it just a boff that gets added to your boff list that can't be promoted but can be trained in anything? How does the Assignment tab look? Also, what do you do with the Photonic-species Boff that has PO 3? What happens to that PO 3?

9) Fire-at-Will - First, the damage only decreases against more than 2 targets. Second, last year, there was a patch that was supposed to have made FaW not fire all beams randomly, but add a second beam to each shot that was random, with the primary beam still hitting your target. This was in patch notes, but never actually patched in (or it doesn't work right)

10) The new skills you propose are definitely interesting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-03-2012, 09:24 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
Auxiliary to Dampeners-
Its Auxilliary to Dampers now sir. Because in canon Star Trek they dunt spell gud
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