Rihannsu
Join Date: Jun 2012
Posts: 773
# 11
01-22-2013, 03:41 PM
Another question about equip limits. Do the equip limits go across space and ground? For instance, you have here an assault officer that fits in space. Does that mean that if I slot three of these space assault officers that I can't slot any ground assault officers?
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Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,322
# 12
01-22-2013, 03:55 PM
Quote:
Originally Posted by malkarris View Post
Another question about equip limits. Do the equip limits go across space and ground? For instance, you have here an assault officer that fits in space. Does that mean that if I slot three of these space assault officers that I can't slot any ground assault officers?
This is correct. Equip Limits are bound directly to Specialization, and aren't concerned with the distinction between Space & Ground.

The exception to this is Warfare Specialists. Although they are technically (internally) separate Specializations.
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Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 13
01-22-2013, 04:25 PM
The AP doff looks funny, we'll be able to get rid off zombie cruisers not willing to take the aggro in STFs. It might become a standard on any PvE escort build.

Most of these abilities look fine to me from a pvp perspective, except the shield recharge one. Sadly you don't seem to care much about ground pvp with all the unbalanced released with this lockbox and the previous ones. After the Tholian one shot upgraded gun, the invincible engineer. "Use a counter" don't work on ground, because ground builds aren't versatile. This is a statement you shouldn't make on ground. No tac can use sci kit parts and vice versa. What happens if a team has no sci/no tachyon harmonic kit? The standard ones are stupid and the borg one is clearly overpriced.

I'm mixed about the confuse effect. 6 seconds looks rather short but if used wisely it could be devastating, especially if confused on alpha strike. But the very short range of neural neutralizer makes it fine until further review.
Lieutenant
Join Date: Jul 2012
Posts: 97
# 14
01-22-2013, 04:38 PM
Quote:
Originally Posted by diogene0 View Post
"Use a counter" don't work on ground, because ground builds aren't versatile. This is a statement you shouldn't make on ground. No tac can use sci kit parts and vice versa. What happens if a team has no sci/no tachyon harmonic kit? The standard ones are stupid and the borg one is clearly overpriced.
Here's a Counter that every single person in the game can use on the Ground: Get Behind Cover.

All you have to do is break Line of Sight with somebody, and they are powerless until they can re-establish visual contact.
Rihannsu
Join Date: Jun 2012
Posts: 115
# 15
01-22-2013, 04:39 PM
Confuse on ground is POWERFUL. hit an engineer with it his pets attack him and his friends. He can be killed by is orbital strike and mines I use it when an Engineer tries to fuse and malfunction me and then orbital strike when they are standing to close since they are in animation lock(all of which needs to be done away with on ground) their orbital strike kills them and their mines kill their friends. I dont think it works on Sec teams though. the three current ones mind meld, seduction, and Shard do that, the shard is weaker but the first two are powerful not if you stack this new confuse with mind meld or seductions eppp. Sci's will be even more fun.
and yes most sci kits that have have shield removers basically suck. but that shield thing actually makes engineers able to actually do their tanking job on the ground.
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Join Date: Jun 2012
Posts: 2,202
# 16
01-22-2013, 04:52 PM
Quote:
Originally Posted by pantsmaster916 View Post
Here's a Counter that every single person in the game can use on the Ground: Get Behind Cover.

All you have to do is break Line of Sight with somebody, and they are powerless until they can re-establish visual contact.
Give me a ground class-wide evasive maneuver and we can talk about this.
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Join Date: Jun 2012
Posts: 786
# 17
01-22-2013, 05:05 PM
Quote:
Originally Posted by ussultimatum View Post
This...this is awesome.

Thanks J-man, really.

Guess I gotta remove it from my sig...
Whilst I agree its about time, it's a shame it has to come in the form of a doff.

Quote:
Originally Posted by borticuscryptic View Post
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
As I suggested many moons ago in another thread about wanting threat increase included with APD, it should be, that if applied to another player it DECREASES their threat.
So it can be used to save team mates from aggroed AI. Resistance buff and decrease in threat would be nice to drop on team mates I think.

What ships other than tanks would want threat dumped on them? Even if there was a resistance buff included, they still have the aftermath of the aggro to deal with.

I can see the use case for tacs, dumping aggro on cruisers, but the doff is effectively useless for cruisers with APD. Could there maybe be a varient that decreses aggro with APD? So cruisers running APD can decrease aggro of team mates? (still retain +threat to self though)
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Last edited by eradicator84; 01-22-2013 at 05:09 PM.
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Join Date: Jun 2012
Posts: 2,911
# 18
01-22-2013, 06:08 PM
Hmmm it must be this photonic KDF doff that hamlet one is broken then... Tried putting it on as a 3rd conn officer for TT cd reducer but it won't go on active roster when I try putting it there...
Starfleet Veteran
Join Date: Jan 2013
Posts: 31
# 19
01-22-2013, 07:50 PM
I was hoping this information would become available soon. Didn't expect it quite this soon, but thanks! I look forward to acquiring all of these for my crew.

I hope they don't get into fights with the Jem'hadar that I already have.......





Edit: BTW, thanks for keeping the list small. I liked the method of collecting the Temporal DOFFs, but there are just too many to be bothered with.

Last edited by theboilerman; 01-22-2013 at 08:24 PM.
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Join Date: Jun 2012
Posts: 716
# 20
01-22-2013, 09:00 PM
Quote:
Originally Posted by diogene0 View Post
The AP doff looks funny, we'll be able to get rid off zombie cruisers not willing to take the aggro in STFs. It might become a standard on any PvE escort build.
I don't think that's how it works. If they sit there and don't shoot anyone, they're not going to get aggro from the targets YOU shoot.

You cast AP Delta on a friendly teammate and any damage THEY do gets increased aggro (and the regular benefits of AP Delta of course). What this means is that if you're an Escort doing Torpedo Spreads and Scatter Volleys and some joker casts AP Delta on you, congratulations, you've got increased aggro (up to 300%!) from every target you just hit. Hope your Evasive Maneuvers aren't on cooldown!

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