Commander
Join Date: Jun 2012
Posts: 270
# 11
10-02-2012, 12:58 PM
Quote:
Originally Posted by redricky View Post
Thanks bort, for your visible presence and your attention to this issue.
Quote:
Originally Posted by feargan View Post
Glad to see this getting attention! Work in progress or not, thank you Borticus and all involved.
In my opinion the details of the balance change aren't nearly as important as the active response to PvP feedback. Kudos, Cryptic, you just earned 1 million diplomacy xp!
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 12
10-02-2012, 01:01 PM
Quote:
Originally Posted by borticuscryptic View Post
the owner of these Drones must sacrifice a good deal of their carrier's potential DPS in order to utilize them, and so they need to remain effective [...]They should be easier to counter, as you'll have more time to react to their effects.
It looks like a nice contradiction to me. It can't be effective and easily resisted at the same time. If it's easy to resist then it's easy to get rid of it and it's not effective at all.

These changes give me the feeling that the drones will only affect bad players only, those who don't know how to easily get rid of the drones, which means insignificant targets in a pvp situation. Power drain abilities should be able to remain effective against good and skilled opponents, othersiwe they have no use at all, and it should be even more effective since the carrier sacrifices 80% of its dps.

Again, the major issue with science abilities is that most of them are easy to counter, which leads to completely uneffective powers except on bad players, and you're about to do this mistake again with the siphon drones.

Last edited by diogene0; 10-02-2012 at 01:05 PM.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,150
# 13
10-02-2012, 01:17 PM
Quote:
Originally Posted by bobtheyak View Post
Kudos, Cryptic, you just earned 1 million diplomacy xp!
*turns it all in for Fleet Marks*
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Captain
Join Date: Jun 2012
Posts: 1,122
# 14
10-02-2012, 01:25 PM
How about fixing Leech too?
Captain
Join Date: Jun 2012
Posts: 2,228
# 15
10-02-2012, 01:29 PM
And then Danubes please.
Empire Veteran
Join Date: Jun 2012
Posts: 6,629
# 16
10-02-2012, 01:46 PM
Quote:
Originally Posted by drkfrontiers View Post
And then Danubes please.
every danube launch should include 1 runabout and 2 type8/10 shuttles


did you have time to look into DEM?
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 668
# 17
10-02-2012, 01:51 PM
Speaking of pets and Danubes.... The previous tractor beam fix ... was in fact a massive buff really.

Doing something else about that one would be nice.

They should have a pet cool down on tractor... so when one players pets tractor a target... it should be at least a global tractor beam cool down until the next one can tractor.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,390
# 18
10-02-2012, 01:55 PM
Quote:
Originally Posted by drkfrontiers View Post
I look forward to the changes, so that I can use the ability without feeling dirty.
Are you admitting your dirty tricks, evil Klingun?
And many thanks, Borticus...you're a real Fed!
K D F - Killing Disadvantaged Feds
K D F - The evul way to play Sto

Adm. Marcus orders: Punish the evul Klinguns! Punish the evul HOBOs! And nuclearize Qo'nos once and for all!
Empire Veteran
Join Date: Jun 2012
Posts: 2,678
# 19
10-02-2012, 01:57 PM
Quote:
Originally Posted by borticuscryptic View Post
*turns it all in for Fleet Marks*
I give 10 million Marauding points to you if you make nausicaan ship have ability to use nausicaan tech... Lots of fleet marks!
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 20
10-02-2012, 02:04 PM
Quote:
Originally Posted by drkfrontiers View Post
And then Danubes please.
Why not removing every sci carrier power ability instead? Only allowing scis to WATCH the game without playing it. Would be far more interesting isn't it?
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