Ensign
Join Date: Oct 2012
Posts: 19
# 51
10-03-2012, 12:30 PM
Quote:
Originally Posted by redricky View Post
To bring this back on topic at least a little, I think Siphons and danubes end up in the same conversation because they remove or reduce the effects of skill, build, and chance. I know when APO is going to run out, and there's a little suspense to see if anybody on the other team notices. Am I going to spill my tea like Sulu in his Excelsior or am I going to get away with being vulnerable? If somebody is on their toes and has a TB off cooldown then I'm going to pay for it. With danubes in the fight I have a TB on me continually so things become inevitable, just like the current Drones.
Very good point you make there Redricky.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,388
# 52
10-03-2012, 12:33 PM
Since no Siphon thread is complete without a discussion regarding the Danube Runabouts, I may as well mention this:

The group-wide lockout period caused by any Runabout Hangar Pet activating its Tractor Beam has been increased from 6sec to 15sec. (Remember, this only affects other Runabout Hangar Pets within 4km of the one that uses its Tractor Beam.)

It's still not a perfect fix, but it should alleviate the pain a bit.

We're looking into using a sort of 'group AI' to address Runabouts more accurately, but it's a complete redesign of how they function, and ties in to the complicated AI carrier commands.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Career Officer
Join Date: Jun 2012
Posts: 152
# 53
10-03-2012, 12:36 PM
Quote:
Originally Posted by borticuscryptic View Post
Since no Siphon thread is complete without a discussion regarding the Danube Runabouts, I may as well mention this:

The group-wide lockout period caused by any Runabout Hangar Pet activating its Tractor Beam has been increased from 6sec to 15sec. (Remember, this only affects other Runabout Hangar Pets within 4km of the one that uses its Tractor Beam.)

It's still not a perfect fix, but it should alleviate the pain a bit.

We're looking into using a sort of 'group AI' to address Runabouts more accurately, but it's a complete redesign of how they function, and ties in to the complicated AI carrier commands.
Good to know that this issue is still on your mind and is being looked at. Thumbs up.
12th Fleet | Sad Pandas | Starfleet M.A.C.O.
Captain
Join Date: Jun 2012
Posts: 1,123
# 54
10-03-2012, 12:48 PM
Quote:
Originally Posted by borticuscryptic View Post
Since no Siphon thread is complete without a discussion regarding the Danube Runabouts, I may as well mention this:

The group-wide lockout period caused by any Runabout Hangar Pet activating its Tractor Beam has been increased from 6sec to 15sec. (Remember, this only affects other Runabout Hangar Pets within 4km of the one that uses its Tractor Beam.)

It's still not a perfect fix, but it should alleviate the pain a bit.

We're looking into using a sort of 'group AI' to address Runabouts more accurately, but it's a complete redesign of how they function, and ties in to the complicated AI carrier commands.
What about Leech?
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 55
10-03-2012, 12:49 PM
Quote:
Originally Posted by redricky View Post
To bring this back on topic at least a little, I think Siphons and danubes end up in the same conversation because they remove or reduce the effects of skill, build, and chance. I know when APO is going to run out, and there's a little suspense to see if anybody on the other team notices. Am I going to spill my tea like Sulu in his Excelsior or am I going to get away with being vulnerable? If somebody is on their toes and has a TB off cooldown then I'm going to pay for it. With danubes in the fight I have a TB on me continually so things become inevitable, just like the current Drones.
But with the attack pattern doffs, you can have an almost permanent APO or other kind of immunity. I see everyone complaining about the SNB doffs but these ones are also really, really a pain and gives scis a headeache.
Empire Veteran
Join Date: Jun 2012
Posts: 7,165
# 56
10-03-2012, 12:53 PM
Quote:
Originally Posted by borticuscryptic View Post
Since no Siphon thread is complete without a discussion regarding the Danube Runabouts, I may as well mention this:

The group-wide lockout period caused by any Runabout Hangar Pet activating its Tractor Beam has been increased from 6sec to 15sec. (Remember, this only affects other Runabout Hangar Pets within 4km of the one that uses its Tractor Beam.)

It's still not a perfect fix, but it should alleviate the pain a bit.

We're looking into using a sort of 'group AI' to address Runabouts more accurately, but it's a complete redesign of how they function, and ties in to the complicated AI carrier commands.
cool sounds good. setting them up to sequentially lock on to you, and making them too durable to kill in a timely manner with 3/4 turrets or beam arrays is my main complaint.

also their hold should be somewhere between tractor mines and what they have now. tractor mines are kinda worthless if the target has more then 50 engine energy, i hate to say they could use a slight buff, compared to other tractor spam. or the runabouts should be drug along with what they snare, not sure how such a small thing can stop a full size ship cold.

Quote:
Originally Posted by shookyang View Post
What about Leech?
what about maco? leach has drain has a cap now doesn't it? but it can boost you more when buffed i believe.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 668
# 57
10-03-2012, 12:54 PM
Quote:
Originally Posted by borticuscryptic View Post
Since no Siphon thread is complete without a discussion regarding the Danube Runabouts, I may as well mention this:

The group-wide lockout period caused by any Runabout Hangar Pet activating its Tractor Beam has been increased from 6sec to 15sec. (Remember, this only affects other Runabout Hangar Pets within 4km of the one that uses its Tractor Beam.)

It's still not a perfect fix, but it should alleviate the pain a bit.

We're looking into using a sort of 'group AI' to address Runabouts more accurately, but it's a complete redesign of how they function, and ties in to the complicated AI carrier commands.
This is a change in the right direction... however not quite far enough to call it fixed really.

I mean someone decided to give advanced danubes tractor 2... 14 second duration + 15 second lockout. Hmmm you saved us 1 second I guess.
Career Officer
Join Date: Jun 2012
Posts: 574
# 58
10-03-2012, 01:06 PM
Quote:
Originally Posted by diogene0 View Post
But with the attack pattern doffs, you can have an almost permanent APO or other kind of immunity. I see everyone complaining about the SNB doffs but these ones are also really, really a pain and gives scis a headeache.
Attack patterns doffs don't eat into global cool down, like 3 purple attack patterns doffs will push (each by 15% less) the recharge time (cooldown) from 1 min to a little over 30 sec. Global is 30 sec. The benefit they bring is that you only need 1 apo rather than 2, and usually an escort will use apo3 with crf2 in this case (which should bring more spike damage that apo1 with crf3 - at least from what I remember).
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...
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,388
# 59
10-03-2012, 01:06 PM
Quote:
Originally Posted by borticuscryptic View Post
It's still not a perfect fix, but it should alleviate the pain a bit.
^^ read that again.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Rihannsu
Join Date: Jun 2012
Posts: 1,541
# 60
10-03-2012, 01:07 PM
Hmm.. The changes sound interesting. Not exactly a nerf to Siphon Drones, but a way to at least improve making them less powerful right out of the gate, but if they sit long enough on a target they are effective.. Not bad....

How ever being how squishy they are at the start (before adding in Flight Deck Officers to infinate spawn them) I hope that doesn't make them less viable since they'd need that 5 Seconds to ramp up to full power.

But I will be happier if you can actually use EPS from an Engineer to counter Subsystem Drains. That and Nadion Inversion for Weapon power drains. (Or maybe change Nadion Inversion to affect all system drains) But that's another Idea for another thread.

All in all, looks good on Paper. Will look foward to testing it to see how it pans out in play tests.

PS: Marauder Shuttle Boarding Party Effects can't be 100% Cleared from Tac Team. At least not the system shutdowns.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:10 AM.