Commander
Join Date: Jun 2012
Posts: 423
Here is the first resolution.

Whereas Jam Target Sensors placates an enemy target over a duration, and
Whereas the Jam Target Sensors placate effect has little functional use in PVE or PVP and
Whereas Jam Target Sensors can be modified to have a functional use for PVE and PVP
Therefore be it resolved that we support that Jam Target Sensors shall be changed to do as follows:

Description: Jam target Sensors hinders the enemy from targeting you or your allies. The duration of the jam is increased in effectiveness based on current auxiliary power level and your Starship Countermeasures skill bonus. The Strength of the jam is increased in effectiveness based on your current countermeasures skiill bonus.

Note: De-Buff formula: De-buff = Countermeasure Skill level shown as percent/2

Rank I: To target: De-Buff target, Targeting Sensors Skill for duration.
Duration formula: 0.1 * (%bonus from Countermeasures skill + Auxiliary power shown as percent) * 50

Rank II: To target: De-Buff target, Targeting Sensors Skill for duration
-Duration formula: 0.13 * (%bonus from Countermeasures skill + Auxiliary power shown as percent) * 50

Rank III: To target: De-Buff target, Targeting Sensors Skill for duration
-Duration formula: 0.15 * (%bonus from Countermeasures skill + Auxiliary power shown as percent) * 50

Next,

Whereas Tachyon Beam has proven underwhelming in PVP and PVE and
Whereas the Tachyon Beam shield drain is quickly overcome by shield healing and resistances in PVP, and
Whereas the Tachyon Beam is not effective in PVE in high level gameplay, and
Whereas Tachyon Beam can be modified to have a more useful purpose in both PVE and PVP
Therefore be it resolved that we support that Tachyon Beam shall be changed to do as follows:

Description: Tachyon Beam focuses a narrow beam of Tachyon particles at a target shields through the deflector dish, which result in a localized temporal distortion within the targets shield matrix having the effect of increasing the shields bleed through during each pulse. Number of pulses increases with auxiliary power level. Bleed through increases with Starship Particle Generators Skill Bonus.

Note: Bleed through Formula: 0.01 * Particle Generators Skill Bonus * 200
Note: Pulse Formula = (Ability Rank * auxiliary power level as percent) * 2 rounded up to nearest whole number.

Rank I: To target: Increase Bleed through for each pulse over 15 seconds.
Rank II: To Target: Increase Bleed through for each pulse over 15 seconds.
Rank III: To Target: Increase Bleed through for each pulse over 15 seconds.

Last edited by teleon22; 08-29-2012 at 01:19 PM.
Rihannsu
Join Date: Jun 2012
Posts: 1,703
# 2
08-30-2012, 06:18 AM
anybody done some TB1-3 tests lately. Last time I checked the hold of T3 was not worth it, and the increase in dmg is just lol:

So let there be a reason (ie stronger hold, longer duration) for TB3.

CPB: Let it kill shields resists and regen, the former is valuable for PvP, the latter for PvE. Make it a counter to Tac team, EptS cycling and maybe even green diapers.

Let there be a new skill to boost all science abilities, that will help sci ships overcome players high resists, while helping them to simultaneously kill stuff faster in PvE.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Commander
Join Date: Jun 2012
Posts: 423
# 3
08-30-2012, 06:24 AM
Quote:
Originally Posted by havam View Post
anybody done some TB1-3 tests lately. Last time I checked the hold of T3 was not worth it, and the increase in dmg is just lol:

So let there be a reason (ie stronger hold, longer duration) for TB3.

CPB: Let it kill shields resists and regen, the former is valuable for PvP, the latter for PvE. Make it a counter to Tac team, EptS cycling and maybe even green diapers.

Let there be a new skill to boost all science abilities, that will help sci ships overcome players high resists, while helping them to simultaneously kill stuff faster in PvE.
I was going to do a resolution on Charged Paricle Burst Next lol!
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