Captain
Join Date: Jun 2012
Posts: 1,241
Changes to Science captain & Bridge Officer abilities-


Bridge Officer:

1. Tachyon Beam: No longer a drain ability. Tachyon Beam will disable shield balancing while it is active on target (counter: science team) and inflicts shield harmonics disruption which causes a disturbance in the ship's maneuverability (-turn rate).

Associated changes:

a- Duty Officer no longer debuffs turn rate. Instead the duty officer will increase the duration of tachyon beam.

b- Tachyon Beam moved to deflector main system & no longer shares timer with anomalies.

c- Tachyon Beam moved to Graviton stat.

2. Feedback Pulse: No longer 50% shield 50% hull. Reflected damage strikes target for full damage onto either shield or hull, whichever is in its way.

Associated changes:

a- Feedback Pulse now based off Subspace Decompiler stat. SubD now provides 100% of the damage output performance of the reflected % amount. AUX power increases the duration of the ability @100 = 20 seconds (max amount).

b- Feedback pulse now has threat generation capability based on threat control skill. If 0 points in threat control then 0 threat generated. If 9 in threat control then max threat generated per pulse.

This prevents the exploit of the ability by 'boost all damage types by X%' abilities.

3. Jam Sensors: Only damage inflicted by ship jamming target breaks the jam. Players inflicted by a Jam will see cease to detect target ship (either it will cloak on their end or a fuzzy/sparkly sphere 3km around the ship that is jamming will obscure it from view)

4. Scramble Sensors: Sensor stat increases the damage required for the scramble to break by 5x current amount. (really now it is silly, you scramble someone/something and in 1 shot the scramble breaks..even at III level ability).

5. Tractor Beam: Will now pull in target ship to 2km distance. Higher tier ability (tractor 2, 3) will cause a negative effect if the target ship and the person using the tractor beam depending on the difference between the mass of the ships.


Associated change:

a-System will check between user and target ship mass stat. up to = mass no change to above, but if the user is lighter in mass than its target the hull damage will be inflicted on user not on target.

Alternative: Instead of hull damage, a power drain to AUX and Engines could be the negative effect of tractoring a ship of larger or equal size than yourself and tractoring a ship smaller than yourself would inflict the drain on the target.

b- (EDIT: Added) Tractor beam ability will become a toggle so player can switch it off while it is in operation. Timer to re-use applies.


6. Charged Particle Burst: Removed as a Drain Ability. CPB will no longer damage ('drain') shields. Instead it will be a cone ability fired from 360 degrees (aka = to turrets firing cannon scatter volley) that will debuff stealth, debuff stealthsight and debuff defense rating by 'tagging' the ships in the cone with particles that allow targeting systems to track them better (duration: 15 second tag)

Associated change:

a- animation will be the same as the current burst only the particle splash will be seen in the cone area it is fired at.

7. Photonic Officer: Changed to provide a 'universal' buff to all systems. As part of the main computer, the Photonic Officer improves timers, all stats and all power levels by 2%, 5% and 10% (I, II and III). Duration of buff: 1 minute. Re-use timer : 2 minutes.

Associated change:

a- Ability available at Ensign through Commander level.

8. Gravity Well: No longer delivers damage to target. Gravity Well will have a very powerful pull-in effect and will, gradually and incrementally (aka 'per tick') debuff damage resists on both shields and hull.

Associated changes:

a- Counter to pull-in effect is no longer any 'hold immunity' ability. Counter is dampener skill stat and engine power level (@100 the tractor effect is zero'd out) or evasive maneuvers.

b- Counter to debuff effect is science team.

c- Gravimetric duty officers no longer proc multiple anomalies. Instead there will be two different gravimetric doffs: one increases pull-in effect, the other increased resist debuff effect. Max of 3 gravimetric doffs total (no matter what combination of the two is used).

9. Tyken's Rift: Increased duration and range of the drain effect. Duration increased to 20 seconds and range of the drain increased to 5km. The further from the rift the less the effect. No tractor effect or damage.

Associated change:

a- does not share timer with energy siphon but does share timer with gravity well.

This should make the rift more useful as a 'drain mine' area rather than a grav well that looks different and does little. Synergizes well with siphon and other power drain abilities.

10. Photonic Shockwave: No longer inflicts damage. Photonic Shockwave changed to a 90 degree forward arc 'wave' that knocks target back (5km max range), disabling their engines for 5 to 10 seconds (depending on subspace decompiler skill) and blinding their sensors for 10 seconds (equivalent to jam sensor but on a short timer).

11. Power Siphon: Drain power from ONE random subsystem and spread the energy gain to all of your subsystems. Aka, if 20 power drain from randomly chosen weapon subsystem then you get +5 power to all systems in your ship. Duration of drain increased to 30 seconds, re-use timer increased to 50 seconds. No longer shares timers with Tykens Rift.

Associated Changes:

a- counter to ability is polarize hull.


12. Tractor Beam Repulsors: Versions I, II and III will push the same number of targets as their tier. The greater the tier the farther the push and the faster it will repel. Aka, Repulsor I = pushes only 1 target (the one player has locked) from 5km to 8km. II = 2 targets from 5km out to 10km. III = 3 targets from 5km out to 12km.

13. Viral Matrix: Remains as is with the exception that higher tier viral matrix may only be countered by equal or higher tier science teams. If target is hit by viral matrix 3 then using science team 1 is not going to cleanse it.

14. Mask Energy Signature: Increase in stealth bonus based on countermeasure skill. Re-use timer lowered by high aux timer (in = way that carrier pets can be launched faster with high aux).



By doing these changes science ships can return to doing their job as crowd controllers and debuffers without the damage-causing abilities that are the constant source of its nerfs.

Let science do science WITH science. Let it not remain as a 'lite' version of a damage subtype.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg

Last edited by cmdrskyfaller; 09-09-2012 at 10:53 AM.
Lieutenant
Join Date: Jun 2012
Posts: 53
# 2
09-08-2012, 02:19 AM
wow i'm actually impressed with u'r proposals, some testing would be needed but u can buff sci w/o actually touching on any other class like this.

i would like to add:

Sensor doff change from dmg debuff to 5-10 secs cooldown reduction / x% of half cooldown (just like deflector doff)

Shield distribution Doff variant to affect transfer shield strenght (not power boost, but the shield ressit mby?)

Tractor beams Doff increases duration instead of dmg/shield drain

Subsytem targeting on SV cooldown reduction to 1min30secs or make it lv 2

ok

the counters u proposed seem to look miles better then what we have.

Photonic officer u need to be careful, it can have unexpected bonuses to engi and tac, they dn't need another power/cd buff. instead make it so it increases gravity particle, sensor, decompiler... the higher the lv the more bonus. Call it a running those systems on afterburner for a bit, past their intended capacity. ofc it would need to be an adequate boost, worth of using.

Viral needs something. with VM3 and decompiler u get a max 13 secs of a random subsytem crash (5secs on VM1 no decompiler), with a 1min cd?.
so lets get creative 1 min cd, at lv 3 +decompiler u get ~20 secs duration. Instead of a subsystem crash make it take ~ 75energy out of a random subsystem per tick.
Doffs? 10 sec reduced cd on Very rare (can only have 1), +x energy / tick (depending on rarity)(max 2 allowed).

The particle bursts sounds amazing, but u need to see em in order to blast em, not manual targeting in sto. thus a Sensor revamp is needed. Right now u could't see a cloaked ship with max sensor skill + 4 sensor probes + sensor scan if it were parked on u'r hull. that needs to change.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,398
# 3
09-08-2012, 02:55 AM
Sounds good to me as someone who doesn't get behind the numbers much.

If i as such can make a suggestion it would be splitting Photonic officer into three.
Every department gets one that enhances those abilities.

Emergency Tactical/Engineering/Science Hologram, each reducing only those department's cooldowns.

Would add instant new power to the other departments and no cross-department buffs anymore.

Make them start at ensign level and you finally get a power worth having in those dreaded 3rd ensign slots?
Could make the Galaxy Class worth flying again.
Lieutenant
Join Date: Jun 2012
Posts: 53
# 4
09-08-2012, 04:48 AM
@timelord79

Tacs alrdy have it in "tactical initiative" reduces all Boffs skills cool downs by half -> more dps
Engineers have it of some sorts "eps power tranfer" buffs all your energy -> better healing and ressitance

Sci didn't rly have something like that thus Photonic officer. a mix of those like skyfaller thought. but it wouldn't rly be adequate.
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 5
09-08-2012, 09:35 AM
You removed shield stripping? The only two good science abilities I use are tachyon beam and tractor beam with the DOff.

This isn't a buff. its a NERF!
Captain
Join Date: Jun 2012
Posts: 1,474
# 6
09-08-2012, 09:54 AM
Quote:
Originally Posted by kamiyama317 View Post
You removed shield stripping? The only two good science abilities I use are tachyon beam and tractor beam with the DOff.

This isn't a buff. its a NERF!

I think the original poster is under the mistaken impression that most people play PVP. In an environment where the only way to realistically survive is to use tactical team to compensate for the utterly retarded damage vomited out by munchkinned gunboats, taking away the target's ability to focus their shields would be a serious game-changer. Also, charged particle burst debuffs target's defense? Nothing in PVE moves fast enough for this to matter.

Science is not "support and debuff", and putting it into a position where you MUST have somebody hold your hand in order to be effective is just insulting. Let science kill the enemy with science.

You know those crazy Romulans? They had a plan to destroy the Enterprise by setting up some weird feedback loop through an power transfer beam. When the Enterprise engaged their warp engines the reactor core would explode. A tiny, unarmed research ship came very close to taking out the flagship of the Federation with one sneaky little science trick.
Captain
Join Date: Jun 2012
Posts: 1,241
# 7
09-08-2012, 11:14 AM
Quote:
Originally Posted by kamiyama317 View Post
You removed shield stripping? The only two good science abilities I use are tachyon beam and tractor beam with the DOff.

This isn't a buff. its a NERF!
The Doff from tractor beam still strips shields and prevents targets from turning and puts a heavy speed snare.. but it also pulls ships in to you... as long as you're as big or bigger than it. Admit it, its quite stupid for a shuttle to be snaring an Atrox with a tractor beam.

If you're smaller and want to snare a larger ship.. be prepared to hit that hull heal over time. Its a counter-balance thing.

Quote:
Originally Posted by momaw View Post
I think the original poster is under the mistaken impression that most people play PVP. In an environment where the only way to realistically survive is to use tactical team to compensate for the utterly retarded damage vomited out by munchkinned gunboats, taking away the target's ability to focus their shields would be a serious game-changer. Also, charged particle burst debuffs target's defense? Nothing in PVE moves fast enough for this to matter.

Science is not "support and debuff", and putting it into a position where you MUST have somebody hold your hand in order to be effective is just insulting. Let science kill the enemy with science.

You know those crazy Romulans? They had a plan to destroy the Enterprise by setting up some weird feedback loop through an power transfer beam. When the Enterprise engaged their warp engines the reactor core would explode. A tiny, unarmed research ship came very close to taking out the flagship of the Federation with one sneaky little science trick.
I think you misunderstand the effects of the proposed change.

Tachyon beam preventing shield balancing also affects npcs in pve. Have you not noticed borg NPCs in elite stf balance their shields instantly during the opening 15 seconds? They make you go through their entire shield HP before the shield facing drops (they dont use shield balance after that..probably because they dont heal shields either).

Rather than a drain which barely @ III tier takes out 25% of their total shield strength, this version of tachyon beam guarantees you will deal only with the shield HP facing your weapons (or team's) while the ability lasts.

In PVP it is ideal for ships to counteract tactical team. Each tier of Tachyon beam gets progressively better so most non-science ships with access only to Tachyon Beam I the duration of the tachyon will be lower. Aka tac team lasts 10 seconds. Tachyon 1 = 4 secs shield balance disruption/turn rate, Tachyon 2 = 7 seconds, Tachyon 3 = 10 seconds.

Note it takes a tier 3 ability to counter a tier 1 tactical ability.

Damage wise... you severely understimate the gravity well resist debuff. It is long duration and affects shields and hull. It may not do damage any more but it significantly increases the damage your weapons and your team weapons put out...and crowd controls strongly at the same time.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg

Last edited by cmdrskyfaller; 09-08-2012 at 11:16 AM.
Lieutenant
Join Date: Jun 2012
Posts: 36
# 8
09-09-2012, 12:05 AM
Why is it you propose to take away ALL our damage skills? You would mangle our class worse than cryptic already has.

I would do thusly.

Photonic Shockwave 3 900% stronger than Photonic Shockwave 1 with 100% chance of subsystem disable on hull contact. And the area of effect Omni Directional with a range of 10k.

Also I would make its damage type exotic and not buffed by Attack Pattern Alpha.

I would make Gravity well 3 have 900% stronger pull, area of effect and damage than Gravity Well 1 and its damage type exotic, not buffed by Attack Pattern Alpha.

Tykens 3 900% stronger drain, damage and Area Of Effect than Tykens 1. Damage type Exotic not buffed by APA.

Energy leach 3 900% stronger than Energy leach 1.

tachyon 3 900% stronger than tachyon 1 not buffed by APA.

Viral Matrix 3 last 900% longer than Viral Matrix 1 with 20% chance of the subsystem disable effect jumping to another system on application of engineering team per level.

I actually like your idea for Charged Particle Burst, Photonic Officer and the sensor skills. Have a cookie. I think they should scale 900% at 3 from 1 though.

We have 3 fore and aft weapons, no skills that really boost damage and our ships tend to not have many tac consoles. The neutering of our skills is intolerable, especially since the cause of our emasculation is the OVER POWERED ability Attack Pattern Alpha. To propose to willfully consign our class to nothing but healing and trickery in a game where the ability to put out DPS is the single most important aspect of your character build in 95% of all situations is REDICULOUS.

Last edited by boootz; 09-09-2012 at 12:36 AM.
Captain
Join Date: Jul 2012
Posts: 3,048
# 9
09-09-2012, 01:04 AM
Quote:
Originally Posted by boootz View Post
Tykens 3 900% stronger drain, damage and Area Of Effect than Tykens 1. Damage type Exotic not buffed by APA.
Ouch, my cruiser barely escapes them now with EPS power transfer, evasives and nadion inversion and once I am free of it my power levels are at 0 across the board so I need a few seconds to recover from it... it would destroy escorts and probably borg cubes aswell, I'm not calling for any nerfs to science we scientists (I play one) need some combat capability but lets not overkill all our enemies

Quote:
Originally Posted by cmdrskyfaller View Post
Viral Matrix: Remains as is with the exception that higher tier viral matrix may only be countered by equal or higher tier science teams. If target is hit by viral matrix 3 then using science team 1 is not going to cleanse it.
This also, what you are proposing would give all my ships absolute hell, they all pack a science team 1 for countering any science debuffs now I could bring that up to 2 in order to sort most of these but only science ships (and oddys) can pack a sci team 3 and they can only do it with a science admiral in the chair so at least think about that before making things need sci/tac/eng team 3 to counter.

By all means buff science, make science USEFUL but lets be reasonable and not make science overpowered like escorts
Lieutenant
Join Date: Jun 2012
Posts: 36
# 10
09-09-2012, 01:55 AM
Notice I said 900% scale from i to iii.

All you would have to do is figure what the reasonable maximum damage and effect to a character with 9 points in the resist skill is with 9 points in the attacking skill. Then scale it down for rank i from rank iii 900%.

The purpose of doing this is to make Cmdr. level science skills worth having, boost science DPS to be actually worth a damn and to stop abuse of Lt. level skills by tacticals.

Last edited by boootz; 09-09-2012 at 01:58 AM.
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