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Commander
Join Date: Jun 2012
Posts: 273
Quote:
Updated all Mines:
Reduced basic launches of Mines from 5 mines to 4 mines.
Adjusted core power variables up by 5% to compensate.
Each mine previously accounted for 20% of intended damage, now accounts for 25%
This change did not affect Tricobalt Mines, which already launched 1.
Nor did it affect Cloaked Tractor Mines, which already launched 4.
Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
Rank 1 = Reduced from 8 to 7
Rank 2 = Reduced from 12 to 10
Rank 3 = Reduced from 16 to 14
Recharge Times on Mine enhancing abilities have been altered.
Category recharge times have been reduced from 30 seconds to 15 seconds.
Individual ability recharges have also been reduced by 15 seconds.
At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
At Rank 9 this results in the cooldown changing from 45sec to 30sec.
These changes bring them in-line with Torpedo enhancement abilities.
Recharge time on individual Mine Launchers have not been modified.
This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
Adjusted damage for all Detonate powers to 125% of previous values.
This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
Tricobalts only adjusted to 110% of prior.
Transphasics balanced separately to account for increase in Shield Penetration.
New damage is approx. 70% of previous; see below for Shield Penetration changes
Photon Mines:
Increased agro/follow range from 2km to 3km.
Increased stealth value from 4825 to 4875.
This is about a 0.5km perception distance change.
Quantum Mines:
Increased flight speed from 25 to 45.
Increased explosion triggering distance from 0.4km to 0.7km.
Increased explosion radius on Detonation from 1.0km to 1.5km.
Plasma Mines:
Increased duration of DOT from 10sec to 15sec.
Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
DOT can be cleared with Hazard Emitters.
Transphasic Mines:
Increased shield bleedthrough from 40% to 80%.
Transphasic mines will disrupt the enemy shields, leaving a Shield Healing debuff in place.
For 5sec after being hit with a TP Mine, Shield healing is 50% less effective on the target.
Shield Redistribution will also be less effective during this debuff.
Debuff magnitude does not stack, but multiple hits will extend the duration of the debuff.
More mines make for a longer debuff.
Debuff can be cleared with Science Team.
IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
Chroniton Mines:
Increased chance to apply slow from 33% to 100%.
Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
Duration of debuff can be enhanced with Graviton Generators skill.
Magnitude of debuff decreased to 25% of previous, but debuff can stack.
Standard minefield = 25% x 4 = 100% of previous magnitude.
Tribobalt Mines:
Reduced Repel magnitude per hit by 50%.
Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
These rifts do not last as long as those created with High Yield Tricobalts.
3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.
Altered Disable duration range from 2.66-4sec, 2.5-5sec.
This scales with the Subspace Decompiler skill.
Tricobalt Mines can now make use of Dispersal Patterns.
Dispersal Pattern Alpha:
Rank 1: Two launches of one mine each.
Rank 2: Three launches of one mine each.
Rank 3: Four launches of one mine each.
Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
Dispersal Pattern Beta:
Rank 1: Launches two mines - one right, one left.
Rank 2: Launches three mines in a triangle formation - one top, two bottom.
Rank 3: Launches four mines in a square formation - two top, two bottom.
Breen Transphasic Cluster Torpedo:
This weapon now only spreads out into 10 Mines instead of 12 Mines.
Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
To compensate for this, the damage of Mine's each explosion remains higher.
They also do not apply the Shield Healing debuff present on other Transphasic Mines.
Modified the behavior of this torpedo:
It now explodes more reliably on its target, rather than immediately upon being fired.
The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.
They are just patch notes, but hot-damn, look at those Chroniton and Transphasic Mines!
Captain
Join Date: Jun 2012
Posts: 1,354
# 2
07-31-2012, 07:45 PM
The devs have time to mess with this crap rather than fix the screw ups they make. Typical. Oh yeah, job creation. They'll have an upredicted knock on photon torpedos which do insta pops upon launch.
aka NazHuggyBear2

"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
Captain
Join Date: Jul 2012
Posts: 2,192
# 3
07-31-2012, 09:51 PM
Actually it is rather nice. Of course they again did nothing to make dispersal patterns more interesting, but they at least enhanced mines. Transphasic mines look lovely, I will take a closer look on them.
Empire Veteran
Join Date: Jun 2012
Posts: 6,962
# 4
07-31-2012, 09:55 PM
chrono mines procing 100% is ludicrous. at 33% theres a huge chance 1 of the 5 mines was gonna proc you, there was NO absence of procs from them

transphasics reducing the ability to heal shields sounds like the most broken addition yet. 90% or more of someones survivability in pvp relies on a persons ability to heal their shields and stack resists on them. if getting hit with transphasic mines reduces some ones ability to heal shields, you just removed 50% of their defense. you might as well double the amount of damage every weapon does in game, this change is THAT bad.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 1,910
# 5
07-31-2012, 10:08 PM
"Still under scrutiny-"

In other words, still under consideration and feedback; not a final result.
Was named Trek17, but still an author.

Been playing STO since Open Beta, and have never regarded anything as worse than 'meh'.
Starfleet Veteran
Join Date: Jun 2012
Posts: 283
# 6
07-31-2012, 10:22 PM
Quote:
Originally Posted by trek21 View Post
"Still under scrutiny-"

In other words, still under consideration and feedback; not a final result.
I think this translates to "Unless we can think of a better way to make money off of this"


Really though, what the crap.....
Nerf Klinks, Buff Rommies
Career Officer
Join Date: Jun 2012
Posts: 554
# 7
07-31-2012, 10:45 PM
Quote:
Originally Posted by corsair114 View Post
They are just patch notes, but hot-damn, look at those Chroniton and Transphasic Mines!
I'll say. I used to avoid those two mines like the plague, but now they actually look somewhat viable.

The Breen torpedo, on the other hand...
Captain
Join Date: Jul 2012
Posts: 2,192
# 8
07-31-2012, 10:56 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
chrono mines procing 100% is ludicrous. at 33% theres a huge chance 1 of the 5 mines was gonna proc you, there was NO absence of procs from them

transphasics reducing the ability to heal shields sounds like the most broken addition yet. 90% or more of someones survivability in pvp relies on a persons ability to heal their shields and stack resists on them. if getting hit with transphasic mines reduces some ones ability to heal shields, you just removed 50% of their defense. you might as well double the amount of damage every weapon does in game, this change is THAT bad.
Well well, I had sort of the same feeling. Then I got evil grin. They finally found the "cure" for zombie builds. On a serious note, it is a buff to science ships sort of. All that trash clearing like gravity wells will be much more needed.

I'm gonna try it on tribble definity. I wonder how dispersal pattern III with chronitons/transphasic will look like.
Captain
Join Date: Jul 2012
Posts: 2,192
# 9
07-31-2012, 11:19 PM
After a quick look on tribble. The transphasic debuff stacks, but it just refreshed the duration to 5s, not extended above it. So all you zombies can sleep somewhat better now.
Captain
Join Date: Jun 2012
Posts: 1,395
# 10
07-31-2012, 11:24 PM
Quote:
Originally Posted by trek21 View Post
"Still under scrutiny-"

In other words, still under consideration and feedback; not a final result.
What's more frustrating is that Bort didn't listen to any of the 9,000+ posts in his thread telling him exactly what was wrong with mines. He still thinks it's something to do with the procs not being good enough for some reason, rather than them being mechanically clunky/buggy
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