Starfleet Veteran
Join Date: Jun 2012
Posts: 349
Can we get another one of these? I get that players should have some measure of resistance to crowd control powers. That's fair. What isn't fair is Gravity Well III with full auxiliary power, six points in Graviton and Particle generators, and a blue Mark XI Graviton Generator console being completely unable to hold a player target that uses nothing but skill-based resistance. Similarly, Tachyon Beam and Charged Particle Burst are still very ineffective in PvP.
Commander
Join Date: Jun 2012
Posts: 463
# 2
11-20-2012, 06:53 PM
If you're wanting something to be balanced for pvp, you'll need to wait until Season 9, at the very least. They won't do jack crap for pvp until then.

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Captain
Join Date: Jun 2012
Posts: 1,395
# 3
11-20-2012, 10:27 PM
I'm not going to say that these powers don't have legitimate issues, but bear in mind that many other Sci powers (even the lowly ensign tractor beam) are extremely strong right now and the supposed resists don't work properly against them.

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Starfleet Veteran
Join Date: Jun 2012
Posts: 349
# 4
12-04-2012, 07:47 AM
Just bumping this to remind Cryptic that Tachyon Beam III isn't instantly dropping the shields of a level 2 Negh'Var at level 50 with six points in flow capacitors and a purple mark XI console. Something is wrong with that.
Commander
Join Date: Aug 2012
Posts: 471
# 5
12-04-2012, 09:09 AM
Quote:
Originally Posted by daiouvegeta2 View Post
If you're wanting something to be balanced for pvp, you'll need to wait until Season 9, at the very least. They won't do jack crap for pvp until then.
Seeing as the first wave of pvp balances would have to seem to the average player like a bunch of escort nerfs I suspect you will have to wait forever. Imagine the rage
Survivor of Remus
Join Date: Jun 2012
Posts: 242
# 6
12-04-2012, 10:56 AM
My fellow stoers please be carful what you wish for. You might be to young to remember it but the Great Sci-nerf of S5 is still remembered by a many of brave support captain. *silent tear*
Starfleet Veteran
Join Date: Jun 2012
Posts: 349
# 7
12-04-2012, 06:43 PM
Quote:
Originally Posted by wolfpack12c View Post
My fellow stoers please be carful what you wish for. You might be to young to remember it but the Great Sci-nerf of S5 is still remembered by a many of brave support captain. *silent tear*
I was around for the great Science nerf of Season One: Common Ground. It's only gone downhill since. Allowing Polarize Hull and Hazard Emitters to be utilized at the same time was a step in the right direction, but offensively, Science still sucks.
Starfleet Veteran
Join Date: Jun 2012
Posts: 349
# 8
12-12-2012, 04:32 PM
Okay, since I discovered that Borg Probes are seemingly immune to the pull of my Gravity Well III with 92 auxiliary power and six points in Graviton Generators and Particle Generators... I'm not beating around the bush. Something needs to change immediately.
Lieutenant
Join Date: Aug 2012
Posts: 30
# 9
12-20-2012, 12:49 PM
I think Tachyon Beam 3 works fine, it is supposed to keep shields down, while your torps fly toward target (therefore it last 4 secs). You need an escort to lower its shields first ofc.
Unfortunately if escort can destroy foes shield, it can then easily destroy hull too, which makes this skill not so important. With something like easy obtainable 80% energy hull resists while only 20% kinetic resist we would need torps more, but who knows.
Career Officer
Join Date: Oct 2012
Posts: 26
# 10
02-13-2013, 07:00 AM
If you are really looking to do damage as a sci. Use a tac. APA and APO pretty much any tac buff increases many Sci skill damages. ON a vesta with MACO set running aux cannons and 125 aux with buffs running I was getting 15k Heavy grav beam. 5k per seconds vesta death ray. 5 k PSW *CPB is not effected* 2400 damage grav well. Those were just the ones I tested. SO yeah tac pilots can boost sci damage ALOT more than a sci capt can... Sorry to burst that bubble. I do however enjoy sci capt on the ground WAY more than Tacs.
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