Career Officer
Join Date: Jun 2012
Posts: 797
# 51
10-22-2012, 04:57 AM
Quote:
Originally Posted by sophlogimo View Post
Personally, I think that the best damage dealer (tac escort) shooting at the worst damage taker (which should be the tac escort) should at least need ten seconds of alpha striking to destroy the target. Enough time for a newbie to see and understand what is happening.


But that is a general problem in STO's setup of tactical powers, so why fix it only at one point, (like the tric mines), without fixing the others?
dont most tactical powers last only 10 seconds? so how long then do you think it should take to take out a non-weak player? ie a science or cruiser?
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Posts: 3,346
# 52
10-22-2012, 04:58 AM
Quote:
Originally Posted by shimmerless View Post
I'm not sure you understand quite how long ten seconds is. Try counting it out aloud.
Recently someone asked me when he was ever being condescending. I promised to point it out when it happens.


Back to topic - the conclusion I was coming to was something like: The tric mines are quite fast, but they are just another thing that is. Nerfing them alone would not solve the actual problem, I believe. Toning down all spike damage (and spike healing at the same time) , however, would, in my opinion.
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# 53
10-22-2012, 05:09 AM
Quote:
Originally Posted by matteo716maikai View Post
dont most tactical powers last only 10 seconds? so how long then do you think it should take to take out a non-weak player? ie a science or cruiser?
I don't quite get how the strength of the player is determined by the ship type? If you are talking about pure hitpoints vs damage numbers, then I think a cruiser having about 30% more hitpoints than an escort is meant to have it last 30% longer when under fire and without any healing or armor in the mix.

But that does lead us a bit away from the problem of tric mine spike damage and why it could be a problem in PvP and PvE, or why it could be not.
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Promote what you love, instead of bashing what you hate.
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Career Officer
Join Date: Jun 2012
Posts: 797
# 54
10-22-2012, 05:18 AM
Quote:
Originally Posted by sophlogimo View Post
I don't quite get how the strength of the player is determined by the ship type? If you are talking about pure hitpoints vs damage numbers, then I think a cruiser having about 30% more hitpoints than an escort is meant to have it last 30% longer when under fire and without any healing or armor in the mix.

But that does lead us a bit away from the problem of tric mine spike damage and why it could be a problem in PvP and PvE, or why it could be not.
i was using the term "weak player" as in the ship type that takes the least damage in compairison to the other ships which are "stronger"

so going on that math, the escort should last 10 seconds against another escort. so then that means a cruiser should last only 13 seconds against a escort?

-_- so the sci ship should last less then 10 seconds since it has less health then the escort?

this obviously doesnt take shields into the health mix?

right. my point is that its tactical captains captian powers that lead to insane tric spike damage. so... just like with how tacitcal captain powers boost science damage powers. apparently its "working as intended"
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# 55
10-22-2012, 05:21 AM
Quote:
Originally Posted by matteo716maikai View Post
so going on that math, the escort should last 10 seconds against another escort. so then that means a cruiser should last only 13 seconds against a escort?

-_- so the sci ship should last less then 10 seconds since it has less health then the escort?
Well, in order to make that a complete observation, we would have to include shields in the equation, shouldn't we, and then add armor and healing and.... I was just giving an example, please don't read too much into it.

Quote:
right. my point is that its tactical captains captian powers that lead to insane tric spike damage. so... just like with how tacitcal captain powers boost science damage powers. apparently its "working as intended"
I am sure I have read Borticus stating that they are discussing tac powers internally.
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Promote what you love, instead of bashing what you hate.
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Career Officer
Join Date: Jun 2012
Posts: 797
# 56
10-22-2012, 05:29 AM
Quote:
Originally Posted by sophlogimo View Post
Well, in order to make that a complete observation, we would have to include shields in the equation, shouldn't we, and then add armor and healing and.... I was just giving an example, please don't read too much into it.



I am sure I have read Borticus stating that they are discussing tac powers internally.
but that example is the basis for the thing. you cant take just the hull of a ship to determine if its the "weak health" of the bunch making it more of a target for being targeted. shields should factor into the health for that.

ive also read from borticus that=

pvp has no connection to the borg or romulans or fleets (kerrat and otha are pretty borg heavy last i checked)

only fleet missions earn fleet marks (foundry missions last i checked arnt fleet missions)

science is being looked at (hahahaha)

pvp is important to them (HAHAHAHA)

------------------------------

just saying....
Captain
Join Date: Jul 2012
Posts: 2,192
# 57
10-22-2012, 06:09 AM
What's wrong with tricobalt mines ? One of the few reasons to use DPB3 and have some fun.
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# 58
10-22-2012, 06:24 AM
So every time a single ignored or recently unused weapon or ability gets some attention and people start to use them, they are OP?


Is this whole game filled with whinning children?

This is the same Tricobalt mine that many laughed at just a few months ago. They only thing that has changed is how the BOff powers effect them, making them a viable weapon finally.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
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Join Date: Jun 2012
Posts: 6,769
# 59
10-22-2012, 06:30 AM
Quote:
Originally Posted by matteo716maikai View Post

right. my point is that its tactical captains captian powers that lead to insane tric spike damage. so... just like with how tacitcal captain powers boost science damage powers. apparently its "working as intended"
A Tricobalt mine is a Tactical weapon is it not? I can understand the grievance with Tac Captain powers buffing science power damage but a Tricobalt is a weapon and the Tac powers where designed to buff it just like energy weapons or torpedos.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
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Join Date: Jun 2012
Posts: 3,346
# 60
10-22-2012, 06:42 AM
Quote:
Originally Posted by bitemepwe View Post
A Tricobalt mine is a Tactical weapon is it not? I can understand the grievance with Tac Captain powers buffing science power damage but a Tricobalt is a weapon and the Tac powers where designed to buff it just like energy weapons or torpedos.
I think the point is that one tac power alone is working as intended, but stacking them gives more than it probably should.

And the same goes for resistances and healing.
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