Career Officer
Join Date: Jun 2012
Posts: 514
# 41
09-19-2012, 06:26 AM
Quote:
Originally Posted by borticuscryptic View Post
We've been looking into the complaints about Siphon Drones and trying to figure out a balanced way of decreasing their effectiveness without diminishing to the point of making them feel like a wasted hangar slot.

Honestly, it's not easy to find that balancing point.

We've considered reducing their hitpoints, which would make them more susceptible to AOE damage countermeasures. This, in essence, makes it easier to counter them, but only if you have the proper powers equipped, and are not currently on cooldown. However, it presents the very negative experience to the owner of having their drones quickly dispatched without them having the chance to do their thing.

We've also tried having their drain-per-tick be based off of a percentage of the target's current power, but that actually managed to make them more effective, rather than less. Any subsystem running at low power was barely effected, while high-power systems took a major pounding. We didn't feel that was intuitive. Also, it still took systems offline almost as quickly since the minimum it could drain per tick was still 1 energy (magnitude rounding) and the initial uptick of drain was faster.

I guess that's a long-winded way of saying, we're trying to find a solution to a mechanic that's not quite behaving the way we'd like it to in PvP, and haven't yet come across one that we like. But we'll keep looking.
Good that there is still something thats been looked into, from all the pay2win consoles we've seen so far, the siphons and all energy drain related stacking is most probably the most OP and unbalanced factor in this game so far.

Even an escort with Scattered volley x2 cannot counter them so far, as you might have known. lol
Career Officer
Join Date: Jun 2012
Posts: 514
# 42
09-19-2012, 06:27 AM
Quote:
Originally Posted by brandonfl View Post
I don't use carriers, but this statement makes no sense. Siphon Drones shut you down completely, you can't move, can't keep your shields up and can't fire back. Exactly how does that compare to Danubes?

Yes, Danubes are a problem, but comparing the 2 is just a cop-out of an excuse for using Siphon Drones.
Indeed it doesnt make sense at all.
Captain
Join Date: Jun 2012
Posts: 1,015
# 43
09-19-2012, 06:44 AM
If you fly a siphon build, like I did, take moment and get in another ship. You will likely face the hard reality that your skills have atrophied. And in my case I didn't have many to begin with, so it's a bad scene.

Put a cap on what the siphons can drain, or get rid of them. Let ET and HE clear them for the duration, or get rid of them.
Career Officer
Join Date: Jun 2012
Posts: 566
# 44
09-19-2012, 07:15 AM
Quote:
Originally Posted by rachelj88 View Post
trueprom3theus I understand I also understand the Doffs too.

the carrier pets are annoying and with the Doffs even more annoying but they're ingame and being abused "poor carrier pets" I'm just going to carry on being Ms.PVE.Alot and not worry anymore

RachelJ88
Rachel, I'm pretty sure nobody on this forum hates pveers. If I left that impression I sincerely apologize. What we hate is when a pveer comes here and starts trashing us for all the wrong reasons. Heck, I like pve too, the problem is that for most of us pve tends to be too repetitive and easy, that's why we tend to be for ballancing the game for pvp, where an issue such as siphons is a game breaking one (and also fun breaking). Pvp in this game is the best thing, even in it's poorly state. I encourage you to play it more, as better you understand it, as better it gets. I don't remember anybody here not be willing to help when people come on this forum to ask for advices.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Commander
Join Date: Jun 2012
Posts: 438
# 45
09-19-2012, 08:34 AM
Make the point defense turret function like the old automated turret. Just make it fire full time at any trash on the screen and not other players. Costs you a weapons slot to run it, but a full team running one each can keep all the spam off the screen. Balance it so that one person running it can clear one opponent spamming mines and pets, but not be able to keep up with 2 ppl full time spamming.

As much as I hate the idea of a P2W item being a necessity to solve a problem, maybe if it can make cryptic some more money, they'll listen and put some resources into it.

Last edited by falloutx23; 09-19-2012 at 08:59 AM.
Captain
Join Date: Jun 2012
Posts: 2,228
# 46
09-19-2012, 08:58 AM
Quote:
Originally Posted by falloutx23 View Post
Make the point defense turret function like the old automated turret. Just make it fire full time at any trash on the screen and not other players. Costs you a weapons slot to run it, but a full team running one each can keep all the spam off the screen. Balance it so that one person running it can ear one opponent spamming mines and pets, but not be able to keep up with 2 ppl spamming.

As much as I hate the idea of a P2W item being a necessity to solve a problem, maybe if it can make cryptic some more money, they'll listen and put some resources into it.
This essentially negates the idea of having carriers at all IMO.

Launch ... wipe out ... launch ... wipe out.

And majority of players will run this PDT if it becomes so effective.
Commander
Join Date: Jun 2012
Posts: 438
# 47
09-19-2012, 09:02 AM
Quote:
Originally Posted by drkfrontiers View Post
This essentially negates the idea of having carriers at all IMO.

Launch ... wipe out ... launch ... wipe out.

And majority of players will run this PDT if it becomes so effective.
There are ways to balance it. First off, it costs a weapon slot. Second, You could also make it burn 15 weapon power anytime it's in use. This effectively lowers the dps of any ship using it 2 fold.
Banned
Join Date: Jun 2012
Posts: 846
# 48
09-19-2012, 09:02 AM
Quote:
Originally Posted by drkfrontiers View Post
This essentially negates the idea of having carriers at all IMO.

Launch ... wipe out ... launch ... wipe out.

And majority of players will run this PDT if it becomes so effective.
Honestly, I wouldn't mind that. Carriers, while a cool concept, have been so thoroughly mishandled in this game that I'm not willing to see them on the field anymore.

The karfi, would still be a tac monster sci ship without it, and the voquv still a decent support ship without their hangars being used. Fedside the Atrox would still be a a decent support ship.

And the Recluse is still by far the best heal support ship or heal cc hybrid in the game, all without their hangars.
Captain
Join Date: Jun 2012
Posts: 2,228
# 49
09-19-2012, 09:10 AM
Quote:
Originally Posted by ghostyandfrosty View Post
Honestly, I wouldn't mind that. Carriers, while a cool concept, have been so thoroughly mishandled in this game that I'm not willing to see them on the field anymore.

The karfi, would still be a tac monster sci ship without it, and the voquv still a decent support ship without their hangars being used. Fedside the Atrox would still be a a decent support ship.

And the Recluse is still by far the best heal support ship or heal cc hybrid in the game, all without their hangars.
I cannot argue with that logic. I have three carriers, and though I love them, I've seen and experienced the problems and discontent they have caused in regards to pets.
Captain
Join Date: Jun 2012
Posts: 2,228
# 50
09-19-2012, 09:14 AM
Quote:
Originally Posted by falloutx23 View Post
There are ways to balance it. First off, it costs a weapon slot. Second, You could also make it burn 15 weapon power anytime it's in use. This effectively lowers the dps of any ship using it 2 fold.
This is good. As long as there is balance. The weapon also needs to be affected by the standard accuracy matrix + damage vs. distance scale, as used with other weapons.
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