Empire Veteran
Join Date: Jul 2012
Posts: 4,782
Figured this deserved it's own thread.

So, with Tachyon Mines giving a 2.5% shield resist debuff, and also the shield drain (which is now properly resisted by PI); are Tachyon Mines balanced out?

I mean, with the sheer amount of shield resists you can easily stack up *cough* Elite shields *cough*...using these on a team doesn't seem quite so bad anymore IMO.

I mean, the shield drain itself doesn't seem to really be an issue unless whole teams started fielding these things, but even then, if they do it'll be pretty obvious. That's the only real balance issue I see, too many people at once. But that also existed possibly before the change today anyways.



Now if only Tachyon Beam and possibly other shield drains provided a resist debuff. I'd LOVE to be able to slot Tachyon Beam 3 and CPB 3 on a sci ship and just remove ALL the resists (or close to it) of a ship or ships. That'd actually make them more worthwhile.

Captain
Join Date: Jun 2012
Posts: 1,069
# 2
04-04-2013, 09:44 AM
Quote:
Originally Posted by mimey2 View Post
So, with Tachyon Mines giving a 2.5% shield resist debuff, and also the shield drain (which is now properly resisted by PI); are Tachyon Mines balanced out?
If you plan to use them on a escort (9 in flow cap ) those mines are now completly useless ( I tested them on red shirt against a sci in wells) .Maybe other combinations with 1000000 flow capacitor consoles will make them even worth considering ,but right now they are the most expensive way to fill a slot in your inventory (even the icon is ugly )
Captain
Join Date: Nov 2012
Posts: 563
# 3
04-04-2013, 09:53 AM
Quote:
Originally Posted by mimey2 View Post
Figured this deserved it's own thread.

So, with Tachyon Mines giving a 2.5% shield resist debuff, and also the shield drain (which is now properly resisted by PI); are Tachyon Mines balanced out?

I mean, with the sheer amount of shield resists you can easily stack up *cough* Elite shields *cough*...using these on a team doesn't seem quite so bad anymore IMO.

I mean, the shield drain itself doesn't seem to really be an issue unless whole teams started fielding these things, but even then, if they do it'll be pretty obvious. That's the only real balance issue I see, too many people at once. But that also existed possibly before the change today anyways.
Sounds like they're probably in the right place. Testing will tell, though.

Quote:
Originally Posted by mimey2 View Post
Now if only Tachyon Beam and possibly other shield drains provided a resist debuff. I'd LOVE to be able to slot Tachyon Beam 3 and CPB 3 on a sci ship and just remove ALL the resists (or close to it) of a ship or ships. That'd actually make them more worthwhile.
If by worthwhile, you mean mercilessly overpowered, correct.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Captain
Join Date: Nov 2012
Posts: 3,066
# 4
04-04-2013, 09:58 AM
All well another PvE toy goes back to PvE.

Seriously all the lobi gear can be useless in PvP I'm fine with that.
/channel_join Tyler Durden
Career Officer
Join Date: Jun 2012
Posts: 3,391
# 5
04-04-2013, 09:58 AM
Quote:
Originally Posted by mimey2 View Post
So, with Tachyon Mines giving a 2.5% shield resist debuff, and also the shield drain (which is now properly resisted by PI); are Tachyon Mines balanced out?
Needs testing.

1 ship can still fart out 4 of these mines x 2.5% resistance debuff every 15s.

5 ships brings that to a potential 20 mines every 15s.

Dispersal patterns makes it even stronger (DPB/A 1 is around 7 mines).




Quote:
Originally Posted by mimey2 View Post
Now if only Tachyon Beam and possibly other shield drains provided a resist debuff. I'd LOVE to be able to slot Tachyon Beam 3 and CPB 3 on a sci ship and just remove ALL the resists (or close to it) of a ship or ships. That'd actually make them more worthwhile.
That would make them SNB powerful, except on a shorter cooldown and available through several means.

While I think some resist debuffing would be nice, removing all resists (especially in an AoE) would be heinously OP.
Empire Veteran
Join Date: Jul 2012
Posts: 4,782
# 6
04-04-2013, 10:06 AM
Quote:
Originally Posted by ussultimatum View Post
Needs testing.

1 ship can still fart out 4 of these mines x 2.5% resistance debuff every 15s.

5 ships brings that to a potential 20 mines every 15s.

Dispersal patterns makes it even stronger (DPB/A 1 is around 7 mines).

That would make them SNB powerful, except on a shorter cooldown and available through several means.

While I think some resist debuffing would be nice, removing all resists (especially in an AoE) would be heinously OP.
Yeah, that is true that a team can all bring these together, which is what makes me curious.

And maybe saying removing 'ALL' resists was rather over the top. Consider it more like...

Tachyon Beam 3: Removes X shields per facing, causes an X% of stacking shield resistance debuff per pulse, each debuff lasts like 5 seconds. So it'd be REALLY low shield resist for a few seconds, and once the Tachyon Beam wore off (or the player got disabled, placated, etc etc), the debuffs would go away after a few moments.

CPB would be a flat debuff to anything it hit. Like 10% to anything it hit, plus the normal shield drain. It'd last a bit longer, but wouldn't be able to stack. (So if a whole team slotted these, you couldn't stack 5 of these together, but you could chain them one after another)

Captain
Join Date: Jun 2012
Posts: 1,069
# 7
04-04-2013, 10:12 AM
Quote:
Originally Posted by antoniosalieri View Post
All well another PvE toy goes back to PvE.

Seriously all the lobi gear can be useless in PvP I'm fine with that.
why not lobi store ships?

why stop at lobi store?C store has vesta which is not exactly equal to what you get from shipyard.
Career Officer
Join Date: Jun 2012
Posts: 544
# 8
04-04-2013, 12:02 PM
One player with these mines was never a problem. It's when multiple players use it.

Sorry, but Cryptic shouldn't punish players for working together...

What's next, nerfing plasma again because a team of plasma players can burn up a ship in between HE cool downs? Stupid..

Honestly, if they want to nerf the Tachyon Mines, fine, but than add DMG to them.

Considering the other changes in this patch, I don't really believe this nerf was necessary at all.





They should give players back their 200 lobi.
Empire Veteran
Join Date: Jun 2012
Posts: 5,967
# 9
04-04-2013, 12:33 PM
i don't understand why they were nerfed, and fixed so they are resisted by PI, that alone nerfes their effect in halffor anyone with 99 PI skill.

they need to make tach beam and CBP have the same res reduction too, that would make them actually useful. a tach beam+ alpha would make shields a bit squishier when attached, the biggest problem right now is elite shields hitting res caps and anything being basically invincible. make CPB strip all elite shield res stacks too when used.

tach mines can be the iceing on the cake for these builds, or the same effect for ships that don't have room for ether sci skill or have room for dispersal patterns instead
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Nov 2012
Posts: 563
# 10
04-04-2013, 12:43 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
i don't understand why they were nerfed, and fixed so they are resisted by PI, that alone nerfes their effect in halffor anyone with 99 PI skill.

they need to make tach beam and CBP have the same res reduction too, that would make them actually useful. a tach beam+ alpha would make shields a bit squishier when attached, the biggest problem right now is elite shields hitting res caps and anything being basically invincible. make CPB strip all elite shield res stacks too when used.

tach mines can be the iceing on the cake for these builds, or the same effect for ships that don't have room for ether sci skill or have room for dispersal patterns instead
They were nerfed because focus fire is a thing *and* there are escorts out there that can make them drain just as hard as a sci ship can while creating giant nets of the damn things.

At least, that's why I figure they got nerfed.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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 02:21 AM.