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Join Date: Jun 2012
Posts: 547
# 41
11-28-2012, 10:42 AM
Originally Posted by adamkafei View Post
Well I'm afraid I can't call these ideas fair either, why should my teams be FORCED to bring a Vesta to kill a ship?

By all means make all ship CLASSES needed but not make 1 ship REQUIRED for all STFs.
You dont NEED a Vesta. You can still enter the radiation and quicksand fields without a sci, you just cant stick around as long to deal damage and have to burn up more engine batteries and evasive maneuvers to get out of Borg death range. Having a science ship with special abilities can reduce the time to kill a tac cube by a minute or more. Science needs to feel more appreciated, and my ideas are a good way of doing it.
STO: @AGNT009 Since Dec 2010
Capt. Will Conquest of the U.S.S. Zorro
Join Date: Jul 2012
Posts: 85
# 42
11-28-2012, 10:58 AM
Originally Posted by dontdrunkimshoot View Post
currently in hive, spread=dead. theres basically nothing you can do about it
This. As an engineer in a cruiser with all MK XII gear and buffs up it still pops me at full health. Or leaves me with a shred of hull that a single tick of plasma fire finishes off.
Career Officer
Join Date: Jun 2012
Posts: 280
# 43
11-28-2012, 11:21 AM
What I recognized is that the Transwarp gate in Infected Space for example likes to one hit if your shields are a little bit down. Not because of a visible incoming torpedo, but the famous invisible one.
Perhaps you could have a look at this behaviour too borticus? I had several situations where this happened. Yet, the invisible heavy hitting torpedo is still in the game.

Perhaps one should make it clear once more: We are not complaining about the High Yield Plasmas....They are targetable and if you are hit: you made the error. You are to be blamed.

We are definetly sick and tired of the invisible standard torpedo hits which bypass shields completely. You cannot counter this. You will 100% get hit by it directly without your shields mending the damage first before the kinetic impact. Please. For what is holy to you. This is a situation which is simply broken and reported broken for over a year.
Join Date: Aug 2012
Posts: 471
# 44
11-28-2012, 11:43 AM
Something wierd happened today. I got caught by the queens aceton assimilator attack and survived. Admittedly only on 1% hull but I survived.

No one could believe it lol.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 45
11-28-2012, 12:41 PM
Originally Posted by borticuscryptic View Post
There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).
Hi Bort, thanks for stopping by and adding some input.

Yes, I agree that a few loose HYT torpedoes can be dealt with.

I disagree and feel that a consistent and frequent stream of these of these cannot.

If you are a threat control tank, you will eat a large enough share of these torpedoes that will eventually outstrip your ability to shoot down or EM away from (or multiple targets will fire at you simultaneously).

If you are an escort you would need to fight well beyond the optimal range for cannons (2km), and woul dmost likely need to fight a little beyond 5km which is where you start to see severe drop off.

The alternative is to fight within 2km due to how cannons are designed and basically have HYT torpedoes spawn directly in your face.

It would be one thing to justify this if we could take cover, or if EM wasn't on a 45s cooldown.

So I'm not convinced that multiple targets, such as in CSE, should all be able to send a consistent stream of one-hit kill torpedoes at players.

Especially considering that some targets, like Borg cubes, now seem to have 360 degree coverage with HYT III Torpedoes.

Originally Posted by borticuscryptic View Post
The FX drop-off issue in general is something we've been seeking a tech fix for, for a long time now. It was brought to the forefront of our concerns when we rolled out the 20-man Starbase Defense events/missions, and saw it in full swing even in skirmishes taking place on the outlying areas of the map. There is no quick fix for this issue, and it's something we continue to struggle to overcome. The best we can offer at this time, is that it's a limitation we are aware of, and that we do our best to work with when creating and tuning content and encounters.
I understand that there is no quick fix for this, but please consider the following:

1) Players face a untargetable torpedoes that can one or two-hit kill them. It's an FX issue that is difficult to fix - we just need to suck this one up until there is a fix in the pipeline. I can live with that.

2) Players also face torpedo spreads that can also make quick work of them.

3) Players also face HYT III torpedoes that we are expected to switch targets and constantly shoot down.

NPCs don't generally switch targets.

They choose a single target high on the threat list and hammer it
repeatedly until it's gone or another target moves up higher on the threat list.

This is with torpedos that can do more raw damage than the hull values of a decently built cruiser (Assume 58k Hull w/50% resistance from consoles
for an effective hull value of 116,000)

Super weapons that can one hit kill a player that have limited firing arcs or encounter specific firing times/conditions can help add fun and challenge to an encounter.

Multiple NPCs (Borg Cube, Borg Raptors, Borg Negh'var, Borg BOPs, Borg Spheres) in a single encounter being able to consistently and frequently hammer players with one hit kill weapons are not (imo), even if they are "targetable".

Targetable might not be such an issue if we weren't forced to basically fight within 5km if we want our weapons to be effective or our Threat Control skill to be effective.

Even on a Cruiser with a Tac captain, beam arrays, 6 tactical Boff powers, and 6 ranks in threat control if you sit 6 to 8 KM away your Escorts will pull threat off you - the best option is to hover right above a cube and be as close as possible.

Whether this is due to damage drop off from distance, some kind of proximity modifier for threat calculations or both is something you would know better than I.

So I disagree that weapons of this power should be spread out so liberally in a series of encounters that also have constant stacking hull procs that ignore shields, shield draining NPCs, Isometric charge, etc.

Join Date: Oct 2012
Posts: 273
# 46
11-28-2012, 12:48 PM
Originally Posted by ussultimatum View Post
[Combat (Team)] Tactical Cube deals 149617 (207193) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.

[Combat (Other)] Tactical Cube deals 342293 (203411) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.
The thing that confuses me about log entries is the number in brackets. I believe it's supposed to be damage done by the attack before shields and/or resistance. And the other number is the actual damage taken off your hull. That logic makes sense for the 1st line, but not the second.

As for the plasma burn, I've only had a quick look at it appears to scale depending on the weapon that caused it and who fired it. I haven't seen it stacking, but that doesn't mean it doesn't.

Plasma arrays seem to have the weakest burn and Torps have the strongest. Don't ask me about Heavy Torps, no one lives to tell the tale. Spheres have the weakest burn, then cubes and then tac cubes. When you're getting 65 a tick, it's a sphere's plasma array. When you're getting 650-700 a tick, that's a torp from a tac cube.

Perhaps I should Pug a Cure to find out where BoP and Raptors fit into the scale.
Join Date: Jun 2012
Posts: 1,942
# 47
11-28-2012, 12:48 PM
If you manage to get a two science officers to cycle grav well on the tactical cube, then nobody will get hit with an invisa-torp. Grav well crushes torps, cloaked or not. While not ideal in the long run, it is a good short term fix until Cryptic fixes this.
Career Officer
Join Date: Jul 2012
Posts: 1,125
# 48
11-28-2012, 01:09 PM
The KA and infected gates are throwing out insane plasma torps. I have EPtS3 and RSP up and running, my shields were completely full and I got dropped to 20% hull in a single torpedo.. thats Maco XII, high end field gens, 12k shield HP (heavily reinforced) and over 30k of my hull from a single plasma torp... ridiculous.

Invisi torps are always visible to me, they do show up about 2-3s after they hit though.
Join Date: Jun 2012
Posts: 518
# 49
11-28-2012, 01:16 PM
Originally Posted by borticuscryptic View Post
There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).

(more snipped)
Bort i dont believe its torps that are doing these one shot kills since the last patch or two. I have been instantly destroyed not by torps during ise when fighting the tact cube. I never die like this before. Please look at all the weapons that they have and determine if something is doing something it shouldnt because i know that something is wrong here and i know i do not get hit by their plasma torps.

Oh and bort either you or another dev clearly stated that one shots were NOT intended in the game so please talk amongst the other devs if you didnt say it and talk about this issue. It was very clear that one shots were to be fixed if found.

Last edited by cptskeeteruk; 11-28-2012 at 02:00 PM.
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Join Date: Jun 2012
Posts: 1,329
# 50
11-28-2012, 01:35 PM
Originally Posted by badname834854 View Post
Wait - new firing arcs?!?!?!

Was there a "Stealth Buff" to the STF Borg?

If so - ffs! We deserve to know AHEAD OF TIME so we can adjust our builds accordingly.

Add to the fact that we weren't "Playing as Intended" with the Borg+STF set combo that was nerfed out of existence, we are getting it both ways now...
I have definitely noticed that normal Cubes now fire Torps UP and Down whereas they did not used to.

Also, it is indeed the Non-High Yield Inviso torps once again that are annihilating people. That and the shield stripping of the Borg seems to have gotten slightly MORE out of hand.

Torps deal more damage, come more often, and burn much more powerfully.

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