Captain
Join Date: Jun 2012
Posts: 749
So, I was thinking, how can cryptic fix science powers in a simple way that would not break anything?

It came to me about a week ago. There is one major problem.

Cryptic uses WHOLE NUMBERS to deal with science powers, when that wont work. Instead, they should have PERCENTAGES.Using percent values would fix alot of the inherent problems, as my examples will show:

--Gravity Well I/II/III--
Instead of only a -Repel stat, add:
Reduce maximum speed of affected targets by 10%/15%/20% (maxed skills increase each by 5%)
By doing this, it makes it useful as a speed reducer again.

--Tachyon Beam I/II/III--
Again, a percentage: 10%/15%/20% (maxed skills increase by 5%)

--Tyken's Rift I/II/III--
Drains all subsystem power by 10%/15%/20% of CURRENT POWER LEVEL.
(maxed skills increase drain by 2.5%)

These are only a few powers, but also the worst broken.

Opinions? Comments?
Captain
Join Date: Jun 2012
Posts: 1,241
# 2
04-01-2013, 09:43 AM
Its been 2 years of this crap and they're not fixing it nor are they remotely interested in fixing science.

They cannot monetize it like they do tactical ship stuff.


and oh look... a romulan faction coming. Take a guess how tactical-heavy their 'science' ships will be? Just look at the Vesta for an example.... the product of when a tac ship had indecent first contact with a science ship.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Captain
Join Date: Jun 2012
Posts: 1,064
# 3
04-01-2013, 09:43 AM
Quote:
Originally Posted by burstdragon323 View Post
So, I was thinking, how can cryptic fix science powers in a simple way that would not break anything?

It came to me about a week ago. There is one major problem.

Cryptic uses WHOLE NUMBERS to deal with science powers, when that wont work. Instead, they should have PERCENTAGES.Using percent values would fix alot of the inherent problems, as my examples will show:

--Gravity Well I/II/III--
Instead of only a -Repel stat, add:
Reduce maximum speed of affected targets by 10%/15%/20% (maxed skills increase each by 5%)
By doing this, it makes it useful as a speed reducer again.

--Tachyon Beam I/II/III--
Again, a percentage: 10%/15%/20% (maxed skills increase by 5%)

--Tyken's Rift I/II/III--
Drains all subsystem power by 10%/15%/20% of CURRENT POWER LEVEL.
(maxed skills increase drain by 2.5%)

These are only a few powers, but also the worst broken.

Opinions? Comments?
Addressing your comments:

1. GW could use from a bigger -repel, not necessarily needing a speed debuff - how does a gravity well "slow you down" as well as keep pulling you in? Also, in my limited experience, it's not the cruisers that have a problem, it's high-speed escorts that break the well all the time...

2. Tachyon beam (and other damage abilities) will be discussed below

3. Problem with Tyken's and Energy Syphon is that the resist skill counters a full power version at a lower level (ie, Tyken's with +9 in debuffs countered by a 6 in insulators - the drain resist skill). Adjustment of resist to strength = better damage...

Expanding on #2, during the F2P conversion, all science damage types got lumped under "standard" damages such as Kinetic, etc. This, coincidentally, makes them affected by tactical buffs like APA, GDF, FoMM. When a GW I is fired with the 3 tactical captain buffs in place (doable by a tac in an MVAE, Sci ship, handful of lockbox birds) the resultant damage is greater than a GW III from a fully specced out Sci. In a PvP, at the "original" rates, this damage level was actually so high that it one-shotted escorts that failed to pop an evasion power to escape the -repel. With the tac buffs on, PvP tachyon beams and CPBs felt like fighting borg cubes (suddenly no shields), etc. To "fix" this, the base damages were dropped so low that a sci without these 3 captain's skills find little to no damage from their skills - but we're still "down" a weapon hardpoint or 2 because of the "science power damages"...

Quickest fix of all is to reinstate "exotic" damage types that science skills boost, aren't affected by GDF/FoMM/APA, and are resisted by either science skills or certain (new?) armors that are primarily anti-science. This would allow the science damages to return to their "original" higher numbers making science skills a major threat again instead of a minor nuisance...
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...
Captain
Join Date: Sep 2012
Posts: 3,945
# 4
04-01-2013, 07:26 PM
the more i play this game the more im convinced the company pulled an atari on any of its devs that knew how to balance a game...

i cant remember playing a game with the kind of rickety mechanics sto ground-play has(having melee root the character? really? something that obvious?). and its been a while since i saw such clear class bias as is seen in the space play.

i would be very happy to give opinions on specific powers, but until the underlying mechanics are fixed, trying to balance more complicated powers becomes a bodge job band-aid solution.

why are small ships unable to outmanoeuvre large ships?
way do some large ships have twice the agility of ships smaller than them?
why do the largest ships not hit harder than those that could dock with them?
why does a class described as the dpsing class get the best debuffs?
why does a maximum investment in grav gens, flow caps & decompiler get easily countered by (near) minimum investment in counters?
why is there no playoff between so many logically linkable skills in the skilltree(eg sensors vs stealth or flow caps vs insulators) let alone balanced playoff.

and thats before we get to the craziness of groundplay, something that seems to rely on gimmicks rather than any kind of identifiable balanced mechanics.
Quote:
Originally Posted by redz4tw View Post
can you say attack pattern angry forumers 3?
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