Captain
Join Date: Nov 2012
Posts: 1,223
# 41
02-26-2013, 09:32 AM
People are actually complaining they can only use the WIN button once every six seconds. It's awesome.

Not that I disagree with the sub-point that modifying a game to suit what PvPers want won't end well. It never has in pretty much any game ever, so there's no reason to think that's going to magically change now if that's the long-term road we're going down.
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"We are smart." - Grebnedlog

Member of Alliance Central Command/boq botlhra'ghom
Lieutenant
Join Date: Jul 2012
Posts: 99
# 42
02-26-2013, 10:09 AM
Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

Has there been any consideration to allowing the platforms to benefit from BOFF powers, like epts, hazard emitters or attack pattern abilities, I know this would be a much appreciated buff for carriers and their pets, although maybe a bit OP.


Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

Someone commented on the 2 sec charge time on the Overload cannon console, saying it is pointless to have. I agree, it would be nice to have this fire instantly, the consoles having a 30 second CD between each other will keep this from being coupledand the 3min cd on each one makes it so that its a pretty separated burst damage boost, however I've noticed that when I use my cannon overload it locks my weapons out and I cant fire anything, not even the cutting beam or torpedoes during the charge. Now I don't know how the Lance and Javelin works exactly but is this working as intended? Others have commented that they are unable to use any powers during the power charge cycle so I think this needs to be addressed as soon as possible.

One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?
Captain
Join Date: Jun 2012
Posts: 1,015
# 43
02-26-2013, 10:11 AM
Quote:
Originally Posted by lindaleff View Post
I am getting very tired of saying this, and not having Cryptic pay any attention, but they need to stop listening to PvPers. If these people think that a weapon is overpowered, they need to stop fighting each other, and take these powerful weapons into Elite STFs. When they are faced with multiple Elite Tactical Drones, or swamped 3 to 1 with cubes, they will be GLAD to have those weapons!

And so us pure STFers get punished by getting all of our stuff nerfed, even though we never complained because those powerful weapons actually HELPED us!
It's so true, Cryptic needs to stop catering to the PvP'ers. They need to stop funneling dev time and resources into making new PvP maps and features and get back to developing PvE content. And stop balancing everything around thinking, ability using opponents and balance the game for giant HP sack meatbag NPCs. Oh, wait...

For the record, no PvP'er asked for a Tric Torp nerf. Almost unanimously the request has been for a fix regarding the 1 crit to rule them all related to tric mines. This is baked in at a level that Cryptic can't touch, so they nerfed damage. Few people wanted that; many more wanted self-damage to apply to the mines if the crit issue couldn't be fixed. The torpedo nerf was and still is a mystery.

And for the record, balancing the game around PvP would mean designing NPCs which used abilities, and used them in logical combinations on players and other NPCs. This would be an awesome change to STO. Reduce all NPC hull and shields by 90%, but give them Tac Team. Give them AI that will apply APB and then BO. Have a cube use ES on a sphere. This would be a much more satisfying game than simply burning down a hp-sack in a dps race.

ESTFs are like tying your shoes, once you learn the routine there's not a lot of challenge involved. If AI actually responded to what you did it would be amazing. So I don't know why people are so against balancing a game around PvP, because it would demand better AI for PvE.
Quote:
Originally Posted by jcsww View Post
With the nerfing of a premium species. Do those who have toons get a free retrait for our toons? This is completely unfair and I'm curious to know which Dev decided this was a good idea and based off of what feedback from their favored group of players!
Didn't happen with the Joined Trill nerf. Although traits are rumored for an overhaul soon...

Also, lol @ favored group of players. I don't ground PvP but chain stuns or stunlocks are bad, period, and should be stomped out of any game design. If that's what Pounce/Lunge really let you do then a shared cd for half time is a pretty reasonable action.

Quote:
Originally Posted by suaveks View Post
I see you've finally fixed the Orion Interceptors as well, as they now can be used on Escort Carrier class, but you forgot about Tachyon Drones and Marauding Force - they still don't mention EC in their description.
Seriously? You stealth fixed this? I am required to publicly thank you in my signature so you shouldn't sneak it in. 2 out of 4 ain't bad. How did that Meatloaf song go?
Lieutenant
Join Date: Jul 2012
Posts: 97
# 44
02-26-2013, 10:17 AM
Quote:
Originally Posted by tsurutafan01 View Post
Not that I disagree with the sub-point that modifying a game to suit what PvPers want won't end well. It never has in pretty much any game ever, so there's no reason to think that's going to magically change now if that's the long-term road we're going down.
Wow. I want some of what you're smoking.

Do you have an example of a game that's got a strong subscription base and decent PvP showing, that ignores power balance among its PvP mechanics, and instead focuses solely on PvE? I can't think of a single one.

Meanwhile, on the other side of the fence: WoW, GuildWars, GuildWars2, Planetside 2, Dark Age of Camelot, EVE... just to name a few. And yes, that list has its faults, but you can't deny that the Devs of those games hold PvP Balance in high regard, and it hasn't steered them wrong yet.
Career Officer
Join Date: Jun 2012
Posts: 627
# 45
02-26-2013, 10:25 AM
Quote:
Originally Posted by borticuscryptic View Post
The cooldown changes made to Pounce and Lunge still allow a Ferasan or Caitian Tactical Captain to fire both abilities with 100% more frequency than any other species. Each already had a 12-second cooldown. The shared 6-sec cooldown allows you to still activate this rotation of powers at double the rate that any other Tactical captain can manage.

Both powers are high-damage melee attacks which bypass a large portion of the targets' shields, and then knock them to the ground causing them to be unable to act for several seconds. While at the same time placing the user in prime position for maximum-efficiency attacks from Pulsewaves, or additional shield-bypassing melee attacks.

The ability to use them back-to-back for chain stuns and massive shield-bypassing damage, while simultaneously gaining advantageous positioning, was determined to be imbalanced for both PvP -AND- PvE. Rather than reduce the effectiveness of the abilities themselves, we chose to limit their use, allowing opponents a window of opportunity to react before suffering a second strike from this powerful ability.

To be frank, it probably won't change much, if anything. Pounce/Lunge is still one of the best tools in a Tactical officer's arsenal, and the Felinoid species still retain dominance in their ability to use it frequently and effectively.
Thank you for explaining the change in greater detail. I retract my previous comment.

Quote:
Originally Posted by ashkrik23 View Post
Careful, they'll want Ferengi nerfed next.
People already think Ferengi's are harmless and cowards. Yet they go into unknown territory all time. They also always come bake with their cargo bays full.
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Lt. Commander
Join Date: Jun 2012
Posts: 135
# 46
02-26-2013, 10:41 AM
Quote:
Originally Posted by borticuscryptic View Post
I recently investigated the reported tetryon proc issues, and found nothing amiss - all of the figures are what they should be.

Can you point me to evidence to the contrary?
Borticus is right it has been fixed already. Equip them in game and go to orbit/mission they do the same tetryon shield damage as regular tetryon weapons do. Its no longer broken so stop asking them to fix something that isn't broken. "If it ain't broke don't fix it." phrase comes to mind.
http://sto-forum.perfectworld.com/sh...d.php?t=490421 We want this help build support!
Empire Veteran
Join Date: Jun 2012
Posts: 5,935
# 47
02-26-2013, 11:00 AM
Quote:
Originally Posted by borticuscryptic View Post
I recently investigated the reported tetryon proc issues, and found nothing amiss - all of the figures are what they should be.

Can you point me to evidence to the contrary?
my set of phased tet weapons that were previously doing half proc magnitude are currently showing the correct value. this got stealth fixed at some point. maybe ask jesse H about it, it got mentioned to him on OPVP and he said he would pass it along
______________________________________
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
Career Officer
Join Date: Jun 2012
Posts: 437
# 48
02-26-2013, 11:31 AM
Quote:
Originally Posted by zer0niusrex View Post
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.25.20130128a.31

General:
[*]Lunge and Pounce now share a 6.0sec Category Cooldown.


[/list]
Sigh.. Why! Was this really being exploited?? Its a shame I can't get rid of pounce, but you all can change it all willy nilly.
Empire Veteran
Join Date: Jun 2012
Posts: 5,815
# 49
02-26-2013, 11:37 AM
Quote:
Originally Posted by vinru821 View Post
Sigh.. Why! Was this really being exploited?? Its a shame I can't get rid of pounce, but you all can change it all willy nilly.
It was deemed too OP. But we still have one shot Tac pulsewaves..
King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride.
http://sto-forum.perfectworld.com/sh...1#post13990891
Lt. Commander
Join Date: Dec 2012
Posts: 229
# 50
02-26-2013, 11:39 AM
Quote:
Originally Posted by borticuscryptic View Post
The cooldown changes made to Pounce and Lunge still allow a Ferasan or Caitian Tactical Captain to fire both abilities with 100% more frequency than any other species. Each already had a 12-second cooldown. The shared 6-sec cooldown allows you to still activate this rotation of powers at double the rate that any other Tactical captain can manage.

Both powers are high-damage melee attacks which bypass a large portion of the targets' shields, and then knock them to the ground causing them to be unable to act for several seconds. While at the same time placing the user in prime position for maximum-efficiency attacks from Pulsewaves, or additional shield-bypassing melee attacks.

The ability to use them back-to-back for chain stuns and massive shield-bypassing damage, while simultaneously gaining advantageous positioning, was determined to be imbalanced for both PvP -AND- PvE. Rather than reduce the effectiveness of the abilities themselves, we chose to limit their use, allowing opponents a window of opportunity to react before suffering a second strike from this powerful ability.

To be frank, it probably won't change much, if anything. Pounce/Lunge is still one of the best tools in a Tactical officer's arsenal, and the Felinoid species still retain dominance in their ability to use it frequently and effectively.
I spent Zen for a Caitian Toon, choosed this trait, instead of another. So where is the Free Trait-Respec Token?
With a shared Cooldown i probably want to use a different trait instead.
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