Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 121
10-24-2012, 03:08 AM
Quote:
Originally Posted by afree100 View Post
Edit: I just tested power siphon drones (in a Kar'Fi) against my level seven char on an alt account (I know theirs nothing in insulators but its more the general way the drones work thats important) and the drain is still far to much in power that is about 100 (close enough to 125) which will still make escorts (usally where weapon power is critical) almost useless against a Kar'Fi or any other KDF carrier for that matter. I think that only one hanger should be able to be slotted and its wings decreased to 1 with a maximum deployment of 2 wings in total ever.
Well technically anything can be very powerful against a passive target, so I wouldn't say that testing things like you did is enough. I think the purpose of the update is to give people time to escape. Of course if you do that on a zombie it can't work...

Try it out against an experienced escort pilot? I can help you if you want.

Then if it's too powerful, capping siphons will make them almost useless. They are too slow and too weak and having your hangar pets useful for let's say 3 seconds before your target escapes is a huge waste for a carrier. If they get capped they need to be able to chase their target too. Wouldn't be a bad change btw.
Banned
Join Date: Jun 2012
Posts: 846
# 122
10-24-2012, 07:28 AM
Quote:
Originally Posted by borticuscryptic View Post

4) The amount of benefit this drain receives from the owners' Flow Capacitors skill has been reduced, allowing Power Insulators to be more reliably effective. Although the effects of resisting each tick of a Drone's power drain are hard to see, the "floor" threshold of the overall drain is different for players with a high resistance.
.
You can times PIs effectiveness by a bajillion Jman and it won't have any effect. 0*X = 0.
PI literally doesn't work at all vs siphon drones.
Career Officer
Join Date: Jun 2012
Posts: 1,732
# 123
10-27-2012, 05:52 PM
Bump.

They're still broken.


Click here and here if you are interested in learning more about PvP.
Career Officer
Join Date: Jun 2012
Posts: 797
# 124
10-28-2012, 08:37 AM
Quote:
Originally Posted by snoge00f View Post
Bump.

They're still broken.
Should post in the Tribble section where they "take all feedback into consideration" -giggles uncontrollably-
Captain
Join Date: Jul 2012
Posts: 2,036
# 125
10-28-2012, 10:27 AM
While I applaud the effort Bort I have to wonder if a much more simple system would work better. Such as this, numbers are just for show and not intended to be balanced or correct.

Each Drone drains a set amount per tic say 10.
Flow Capacitor skill increases the drain by say 30% so at 200 skill drain is 16.
Insulator skill resists a % of the drain with diminishing returns tacked on at the end if you want, just like armor works. So simple formula would be (Skill)/(100+Skill) = % resisted. At 100 skill you would get 50% resist or loose 8 per drain tic.
And lets make the drain work similar to polaron weapons so EPS can help too possibly.

What do you gain with this methodology?

1) Energy drains are never worthless if you have low Flow Capacitor skill vs high Resist skill
- In the above example the drain of 10 would become drain of 5 if 0 FC skill vs 100 I skill.
2) High resist will still be semi-effective against players with a high Flow Capacitor skill
- In the above example the drain of 10 would become drain of 11 if 350 FC skill vs 100 I skill
3) The system is no longer so binary in nature

Relative value/Opposed system mechanics work very very well and that is why nearly any PvP focused game heavily uses them. And then to make it even more fun add a 'resist penetration' sci console that lowers enemy sci resists by a % for shenanigans.

Last edited by bareel; 10-28-2012 at 10:30 AM.
Captain
Join Date: Aug 2012
Posts: 12,773
# 126
10-28-2012, 10:59 AM
My drone/fighter killer... just can't kill ASDs much less SDs like she can other drones/fighters. It's a GPU chewing spamfest... but it doesn't matter.
Commander
Join Date: Jun 2012
Posts: 259
# 127
10-28-2012, 11:54 PM
Regarding siphon drones (improving from last post) they should be something like a hard cap off at 100 (maybe make this vary from 90-110 depending on flow capacitors and insulators) for all subsystems then subtraction of something like 1/8-1/6 (also make this vary like hard cap) power for all subsystems under 100. All this should instantly happen every 15 seconds per drone (for six drones thats every 2.5 seconds, make the drones rotate at equal periods in that 15 seconds*) (since they're a lot of drones) and allow that power to recharge via the victims EPS skill. This way a partial counter could be EPS consoles as well as power insultors. Only one hanger should be allowed per ship for a maximium of 6 drones.

After more thinking (about my previous post) I realized that 4000 on BFI doffs then again 5 seconds later is to much, 1500-2000 shield heal then again 5 seconds later is a good idea but am still unsure about this.

Also Aceton beam dosen't need to be on the Fer'Jai Frigates the tricobats and chroiton torps are enough.

Also in my testing drones not catching up to the attacker is rare diogene0.

*What I mean is first deployment of three drone 1 immediatly drains, 5 seconds later drone 2 drains, another 5 seconds drone 3 and the cycle repeats if 1 drone dies then drone 1 immediatly, drone 2 7.5 seconds later. When all six drones deployed d1 immediatly, d2 2.5 seconds, d3 2.5 seconds after, etc.

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 10-29-2012 at 12:17 AM.
Career Officer
Join Date: Jun 2012
Posts: 797
# 128
10-29-2012, 03:12 AM
Quote:
Originally Posted by bareel View Post
While I applaud the effort Bort I have to wonder if a much more simple system would work better. Such as this, numbers are just for show and not intended to be balanced or correct.

Each Drone drains a set amount per tic say 10.
Flow Capacitor skill increases the drain by say 30% so at 200 skill drain is 16.
Insulator skill resists a % of the drain with diminishing returns tacked on at the end if you want, just like armor works. So simple formula would be (Skill)/(100+Skill) = % resisted. At 100 skill you would get 50% resist or loose 8 per drain tic.
And lets make the drain work similar to polaron weapons so EPS can help too possibly.

What do you gain with this methodology?

1) Energy drains are never worthless if you have low Flow Capacitor skill vs high Resist skill
- In the above example the drain of 10 would become drain of 5 if 0 FC skill vs 100 I skill.
2) High resist will still be semi-effective against players with a high Flow Capacitor skill
- In the above example the drain of 10 would become drain of 11 if 350 FC skill vs 100 I skill
3) The system is no longer so binary in nature

Relative value/Opposed system mechanics work very very well and that is why nearly any PvP focused game heavily uses them. And then to make it even more fun add a 'resist penetration' sci console that lowers enemy sci resists by a % for shenanigans.
so that 10 per tic is suddenly 30-60 because theres 3-6 drones from a single carrier and only a single bay. so if both bays launch 2 waves of 3 thats then 12 drones all taking 10 power per tick.

unlimited power drain. sure you could kill them, but that doesnt give you your power back, so by the time you kill them itll still be lower. and the the fresh drain takes from the lower number making it worse etc etc etc. no amount of resist will help because the drones just keep on draining.

there needs to be a low resistable drain and a HARD CAP on how much each drone takes. and then when the drone is destroyed an instant resupply of the power it drained, for the drones to not be overpowered.
Captain
Join Date: Jun 2012
Posts: 1,015
# 129
10-29-2012, 06:06 AM
If they really just can't get the drain mechanics right then how about splitting siphons up into 4 subsystem specific deployables so you have to pick which subsystem gets drained? So you could do 6 engine drain drones or 3 engine/3 shield drain drones.
Captain
Join Date: Jul 2012
Posts: 2,036
# 130
10-29-2012, 05:16 PM
Quote:
Originally Posted by matteo716maikai View Post
so that 10 per tic is suddenly 30-60 because theres 3-6 drones from a single carrier and only a single bay. so if both bays launch 2 waves of 3 thats then 12 drones all taking 10 power per tick.

unlimited power drain. sure you could kill them, but that doesnt give you your power back, so by the time you kill them itll still be lower. and the the fresh drain takes from the lower number making it worse etc etc etc. no amount of resist will help because the drones just keep on draining.

there needs to be a low resistable drain and a HARD CAP on how much each drone takes. and then when the drone is destroyed an instant resupply of the power it drained, for the drones to not be overpowered.
The numbers I used were hypothetical to show a mechanical system and relationship that works well nothing else.
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